Renamed project folders from Subsurface to Barotrauma
This commit is contained in:
@@ -0,0 +1,835 @@
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Joints;
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using FarseerPhysics.Factories;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class DockingPort : ItemComponent, IDrawableComponent, IServerSerializable
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{
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public static List<DockingPort> list = new List<DockingPort>();
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private Sprite overlaySprite;
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private Vector2 distanceTolerance;
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private DockingPort dockingTarget;
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private float dockingState;
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private int dockingDir;
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private Joint joint;
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private Hull[] hulls;
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private ushort?[] hullIds;
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private Door door;
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private Body[] bodies;
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private Body doorBody;
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private Gap gap;
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private ushort? gapId;
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private bool docked;
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public int DockingDir
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{
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get { return dockingDir; }
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set { dockingDir = value; }
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}
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[HasDefaultValue("32.0,32.0", false)]
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public string DistanceTolerance
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{
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get { return ToolBox.Vector2ToString(distanceTolerance); }
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set { distanceTolerance = ToolBox.ParseToVector2(value); }
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}
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[HasDefaultValue(32.0f, false)]
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public float DockedDistance
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{
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get;
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set;
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}
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[HasDefaultValue(true, false)]
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public bool IsHorizontal
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{
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get;
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set;
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}
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public DockingPort DockingTarget
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{
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get { return dockingTarget; }
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set { dockingTarget = value; }
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}
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public bool Docked
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{
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get
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{
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return docked;
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}
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set
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{
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if (!docked && value)
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{
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if (dockingTarget == null) AttemptDock();
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if (dockingTarget == null) return;
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docked = true;
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}
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else if (docked && !value)
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{
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Undock();
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}
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//base.IsActive = value;
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}
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}
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public DockingPort(Item item, XElement element)
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: base(item, element)
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{
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// isOpen = false;
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foreach (XElement subElement in element.Elements())
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{
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string texturePath = ToolBox.GetAttributeString(subElement, "texture", "");
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "sprite":
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overlaySprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
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break;
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}
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}
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IsActive = true;
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hullIds = new ushort?[2];
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list.Add(this);
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}
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public override void FlipX()
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{
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base.FlipX();
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if (dockingTarget != null)
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{
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if (joint != null)
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{
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CreateJoint(joint is WeldJoint);
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LinkHullsToGap();
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}
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else if (dockingTarget.joint != null)
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{
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if (!GameMain.World.BodyList.Contains(dockingTarget.joint.BodyA) ||
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!GameMain.World.BodyList.Contains(dockingTarget.joint.BodyB))
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{
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dockingTarget.CreateJoint(dockingTarget.joint is WeldJoint);
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}
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dockingTarget.LinkHullsToGap();
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}
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}
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}
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private DockingPort FindAdjacentPort()
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{
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foreach (DockingPort port in list)
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{
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if (port == this || port.item.Submarine == item.Submarine) continue;
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if (Math.Abs(port.item.WorldPosition.X - item.WorldPosition.X) > distanceTolerance.X) continue;
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if (Math.Abs(port.item.WorldPosition.Y - item.WorldPosition.Y) > distanceTolerance.Y) continue;
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return port;
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}
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return null;
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}
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private void AttemptDock()
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{
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var adjacentPort = FindAdjacentPort();
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if (adjacentPort != null) Dock(adjacentPort);
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}
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public void Dock(DockingPort target)
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{
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if (item.Submarine.DockedTo.Contains(target.item.Submarine)) return;
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if (dockingTarget != null)
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{
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Undock();
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}
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if (target.item.Submarine == item.Submarine)
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{
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DebugConsole.ThrowError("Error - tried to dock a submarine to itself");
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dockingTarget = null;
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return;
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}
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PlaySound(ActionType.OnUse, item.WorldPosition);
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if (!item.linkedTo.Contains(target.item)) item.linkedTo.Add(target.item);
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if (!target.item.linkedTo.Contains(item)) target.item.linkedTo.Add(item);
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if (!target.item.Submarine.DockedTo.Contains(item.Submarine)) target.item.Submarine.DockedTo.Add(item.Submarine);
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if (!item.Submarine.DockedTo.Contains(target.item.Submarine)) item.Submarine.DockedTo.Add(target.item.Submarine);
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dockingTarget = target;
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dockingTarget.dockingTarget = this;
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docked = true;
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dockingTarget.Docked = true;
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if (Character.Controlled != null &&
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(Character.Controlled.Submarine == dockingTarget.item.Submarine || Character.Controlled.Submarine == item.Submarine))
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{
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GameMain.GameScreen.Cam.Shake = Vector2.Distance(dockingTarget.item.Submarine.Velocity, item.Submarine.Velocity);
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}
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dockingDir = IsHorizontal ?
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Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
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Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
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dockingTarget.dockingDir = -dockingDir;
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foreach (WayPoint wp in WayPoint.WayPointList)
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{
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if (wp.Submarine != item.Submarine || wp.SpawnType != SpawnType.Path) continue;
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if (!Submarine.RectContains(item.Rect, wp.Position)) continue;
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foreach (WayPoint wp2 in WayPoint.WayPointList)
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{
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if (wp2.Submarine != dockingTarget.item.Submarine || wp2.SpawnType != SpawnType.Path) continue;
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if (!Submarine.RectContains(dockingTarget.item.Rect, wp2.Position)) continue;
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wp.linkedTo.Add(wp2);
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wp2.linkedTo.Add(wp);
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}
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}
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CreateJoint(false);
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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}
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}
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public void Lock(bool isNetworkMessage)
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{
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if (GameMain.Client != null && !isNetworkMessage) return;
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if (dockingTarget==null)
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{
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DebugConsole.ThrowError("Error - attempted to lock a docking port that's not connected to anything");
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return;
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}
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else if (joint is WeldJoint)
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{
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//DebugConsole.ThrowError("Error - attempted to lock a docking port that's already locked");
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return;
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}
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dockingDir = IsHorizontal ?
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Math.Sign(dockingTarget.item.WorldPosition.X - item.WorldPosition.X) :
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Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
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dockingTarget.dockingDir = -dockingDir;
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PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
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ConnectWireBetweenPorts();
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CreateJoint(true);
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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}
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if (!item.linkedTo.Any(e => e is Hull) && !dockingTarget.item.linkedTo.Any(e => e is Hull))
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{
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CreateHull();
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}
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}
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private void CreateJoint(bool useWeldJoint)
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{
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if (joint != null)
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{
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GameMain.World.RemoveJoint(joint);
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joint = null;
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}
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Vector2 offset = (IsHorizontal ?
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Vector2.UnitX * dockingDir :
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Vector2.UnitY * dockingDir);
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offset *= DockedDistance * 0.5f;
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Vector2 pos1 = item.WorldPosition + offset;
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Vector2 pos2 = dockingTarget.item.WorldPosition - offset;
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if (useWeldJoint)
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{
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joint = JointFactory.CreateWeldJoint(GameMain.World,
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item.Submarine.PhysicsBody.FarseerBody, dockingTarget.item.Submarine.PhysicsBody.FarseerBody,
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ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
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((WeldJoint)joint).FrequencyHz = 1.0f;
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}
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else
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{
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var distanceJoint = JointFactory.CreateDistanceJoint(GameMain.World,
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item.Submarine.PhysicsBody.FarseerBody, dockingTarget.item.Submarine.PhysicsBody.FarseerBody,
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ConvertUnits.ToSimUnits(pos1), FarseerPhysics.ConvertUnits.ToSimUnits(pos2), true);
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distanceJoint.Length = 0.01f;
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distanceJoint.Frequency = 1.0f;
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distanceJoint.DampingRatio = 0.8f;
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joint = distanceJoint;
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}
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joint.CollideConnected = true;
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}
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private void ConnectWireBetweenPorts()
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{
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Wire wire = item.GetComponent<Wire>();
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if (wire == null) return;
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wire.Hidden = true;
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wire.Locked = true;
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if (Item.Connections == null) return;
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var powerConnection = Item.Connections.Find(c => c.IsPower);
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if (powerConnection == null) return;
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if (dockingTarget == null || dockingTarget.item.Connections == null) return;
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var recipient = dockingTarget.item.Connections.Find(c => c.IsPower);
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if (recipient == null) return;
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wire.RemoveConnection(item);
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wire.RemoveConnection(dockingTarget.item);
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powerConnection.TryAddLink(wire);
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wire.Connect(powerConnection, false, false);
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recipient.TryAddLink(wire);
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wire.Connect(recipient, false, false);
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}
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private void CreateDoorBody()
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{
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doorBody = BodyFactory.CreateRectangle(GameMain.World,
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dockingTarget.door.Body.width,
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dockingTarget.door.Body.height,
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1.0f,
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dockingTarget.door);
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doorBody.CollisionCategories = Physics.CollisionWall;
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doorBody.BodyType = BodyType.Static;
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doorBody.SetTransform(
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ConvertUnits.ToSimUnits(item.Position + (dockingTarget.door.Item.WorldPosition - item.WorldPosition)),
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0.0f);
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}
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private void CreateHull()
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{
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var hullRects = new Rectangle[] { item.WorldRect, dockingTarget.item.WorldRect };
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var subs = new Submarine[] { item.Submarine, dockingTarget.item.Submarine };
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hulls = new Hull[2];
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bodies = new Body[4];
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if (dockingTarget.door != null)
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{
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CreateDoorBody();
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}
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if (door != null)
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{
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dockingTarget.CreateDoorBody();
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}
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if (IsHorizontal)
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{
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if (hullRects[0].Center.X > hullRects[1].Center.X)
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{
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hullRects = new Rectangle[] { dockingTarget.item.WorldRect, item.WorldRect };
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subs = new Submarine[] { dockingTarget.item.Submarine,item.Submarine };
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}
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hullRects[0] = new Rectangle(hullRects[0].Center.X, hullRects[0].Y, ((int)DockedDistance / 2), hullRects[0].Height);
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hullRects[1] = new Rectangle(hullRects[1].Center.X - ((int)DockedDistance / 2), hullRects[1].Y, ((int)DockedDistance / 2), hullRects[1].Height);
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for (int i = 0; i < 2; i++)
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{
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hullRects[i].Location -= (subs[i].WorldPosition - subs[i].HiddenSubPosition).ToPoint();
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hulls[i] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRects[i], subs[i]);
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hulls[i].AddToGrid(subs[i]);
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for (int j = 0; j < 2; j++)
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{
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bodies[i + j * 2] = BodyFactory.CreateEdge(GameMain.World,
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ConvertUnits.ToSimUnits(new Vector2(hullRects[i].X, hullRects[i].Y - hullRects[i].Height * j)),
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ConvertUnits.ToSimUnits(new Vector2(hullRects[i].Right, hullRects[i].Y - hullRects[i].Height * j)));
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}
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}
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gap = new Gap(new Rectangle(hullRects[0].Right - 2, hullRects[0].Y, 4, hullRects[0].Height), true, subs[0]);
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if (gapId != null) gap.ID = (ushort)gapId;
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LinkHullsToGap();
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}
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else
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{
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if (hullRects[0].Center.Y > hullRects[1].Center.Y)
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{
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hullRects = new Rectangle[] { dockingTarget.item.WorldRect, item.WorldRect };
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subs = new Submarine[] { dockingTarget.item.Submarine, item.Submarine };
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}
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hullRects[0] = new Rectangle(hullRects[0].X, hullRects[0].Y + (int)(-hullRects[0].Height+DockedDistance)/2, hullRects[0].Width, ((int)DockedDistance / 2));
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hullRects[1] = new Rectangle(hullRects[1].X, hullRects[1].Y - hullRects[1].Height/2, hullRects[1].Width, ((int)DockedDistance / 2));
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for (int i = 0; i < 2; i++)
|
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{
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hullRects[i].Location -= (subs[i].WorldPosition - subs[i].HiddenSubPosition).ToPoint();
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hulls[i] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRects[i], subs[i]);
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hulls[i].AddToGrid(subs[i]);
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if (hullIds[i] != null) hulls[i].ID = (ushort)hullIds[i];
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}
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gap = new Gap(new Rectangle(hullRects[0].X, hullRects[0].Y+2, hullRects[0].Width, 4), false, subs[0]);
|
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if (gapId != null) gap.ID = (ushort)gapId;
|
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|
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LinkHullsToGap();
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}
|
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|
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item.linkedTo.Add(hulls[0]);
|
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item.linkedTo.Add(hulls[1]);
|
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|
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hullIds[0] = hulls[0].ID;
|
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hullIds[1] = hulls[1].ID;
|
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|
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gap.DisableHullRechecks = true;
|
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gapId = gap.ID;
|
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|
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item.linkedTo.Add(gap);
|
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|
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foreach (Body body in bodies)
|
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{
|
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if (body == null) continue;
|
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body.BodyType = BodyType.Static;
|
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body.Friction = 0.5f;
|
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|
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body.CollisionCategories = Physics.CollisionWall;
|
||||
}
|
||||
}
|
||||
|
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private void LinkHullsToGap()
|
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{
|
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if (gap == null || hulls == null || hulls[0] == null || hulls[1] == null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Failed to link dockingport hulls to gap");
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
gap.linkedTo.Clear();
|
||||
|
||||
if (IsHorizontal)
|
||||
{
|
||||
if (hulls[0].WorldRect.X < hulls[1].WorldRect.X)
|
||||
{
|
||||
gap.linkedTo.Add(hulls[0]);
|
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gap.linkedTo.Add(hulls[1]);
|
||||
}
|
||||
else
|
||||
{
|
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gap.linkedTo.Add(hulls[1]);
|
||||
gap.linkedTo.Add(hulls[0]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (hulls[0].WorldRect.Y > hulls[1].WorldRect.Y)
|
||||
{
|
||||
gap.linkedTo.Add(hulls[0]);
|
||||
gap.linkedTo.Add(hulls[1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
gap.linkedTo.Add(hulls[1]);
|
||||
gap.linkedTo.Add(hulls[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Undock()
|
||||
{
|
||||
if (dockingTarget == null || !docked) return;
|
||||
|
||||
PlaySound(ActionType.OnUse, item.WorldPosition);
|
||||
|
||||
dockingTarget.item.Submarine.DockedTo.Remove(item.Submarine);
|
||||
item.Submarine.DockedTo.Remove(dockingTarget.item.Submarine);
|
||||
|
||||
//remove all waypoint links between this sub and the dockingtarget
|
||||
foreach (WayPoint wp in WayPoint.WayPointList)
|
||||
{
|
||||
if (wp.Submarine != item.Submarine || wp.SpawnType != SpawnType.Path) continue;
|
||||
|
||||
for (int i = wp.linkedTo.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var wp2 = wp.linkedTo[i] as WayPoint;
|
||||
if (wp2 == null) continue;
|
||||
|
||||
if (wp.Submarine == dockingTarget.item.Submarine)
|
||||
{
|
||||
wp.linkedTo.RemoveAt(i);
|
||||
wp2.linkedTo.Remove(wp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
item.linkedTo.Clear();
|
||||
|
||||
docked = false;
|
||||
|
||||
dockingTarget.Undock();
|
||||
dockingTarget = null;
|
||||
|
||||
if (doorBody != null)
|
||||
{
|
||||
GameMain.World.RemoveBody(doorBody);
|
||||
doorBody = null;
|
||||
}
|
||||
|
||||
var wire = item.GetComponent<Wire>();
|
||||
if (wire != null)
|
||||
{
|
||||
wire.Drop(null);
|
||||
}
|
||||
|
||||
if (joint != null)
|
||||
{
|
||||
GameMain.World.RemoveJoint(joint);
|
||||
joint = null;
|
||||
}
|
||||
|
||||
if (hulls != null)
|
||||
{
|
||||
hulls[0].Remove();
|
||||
hulls[1].Remove();
|
||||
hulls = null;
|
||||
}
|
||||
|
||||
if (gap != null)
|
||||
{
|
||||
gap.Remove();
|
||||
gap = null;
|
||||
}
|
||||
|
||||
hullIds[0] = null;
|
||||
hullIds[1] = null;
|
||||
|
||||
gapId = null;
|
||||
|
||||
if (bodies!=null)
|
||||
{
|
||||
foreach (Body body in bodies)
|
||||
{
|
||||
if (body == null) continue;
|
||||
GameMain.World.RemoveBody(body);
|
||||
}
|
||||
bodies = null;
|
||||
}
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (dockingTarget == null)
|
||||
{
|
||||
dockingState = MathHelper.Lerp(dockingState, 0.0f, deltaTime * 10.0f);
|
||||
if (dockingState < 0.01f) docked = false;
|
||||
|
||||
item.SendSignal(0, "0", "state_out", null);
|
||||
item.SendSignal(0, (FindAdjacentPort() != null) ? "1" : "0", "proximity_sensor", null);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!docked)
|
||||
{
|
||||
Dock(dockingTarget);
|
||||
if (dockingTarget == null) return;
|
||||
}
|
||||
|
||||
if (joint is DistanceJoint)
|
||||
{
|
||||
item.SendSignal(0, "0", "state_out", null);
|
||||
dockingState = MathHelper.Lerp(dockingState, 0.5f, deltaTime * 10.0f);
|
||||
|
||||
if (Vector2.Distance(joint.WorldAnchorA, joint.WorldAnchorB) < 0.05f)
|
||||
{
|
||||
Lock(false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (dockingTarget.door != null && doorBody != null)
|
||||
{
|
||||
doorBody.Enabled = dockingTarget.door.Body.Enabled;
|
||||
}
|
||||
|
||||
item.SendSignal(0, "1", "state_out", null);
|
||||
|
||||
dockingState = MathHelper.Lerp(dockingState, 1.0f, deltaTime * 10.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
if (dockingState == 0.0f) return;
|
||||
|
||||
Vector2 drawPos = item.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
var rect = overlaySprite.SourceRect;
|
||||
|
||||
if (IsHorizontal)
|
||||
{
|
||||
drawPos.Y -= rect.Height / 2;
|
||||
|
||||
if (dockingDir == 1)
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos,
|
||||
new Rectangle(
|
||||
rect.Center.X + (int)(rect.Width / 2 * (1.0f - dockingState)), rect.Y,
|
||||
(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos - Vector2.UnitX * (rect.Width / 2 * dockingState),
|
||||
new Rectangle(
|
||||
rect.X, rect.Y,
|
||||
(int)(rect.Width / 2 * dockingState), rect.Height), Color.White);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
drawPos.X -= rect.Width / 2;
|
||||
|
||||
if (dockingDir == 1)
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos - Vector2.UnitY * (rect.Height / 2 * dockingState),
|
||||
new Rectangle(
|
||||
rect.X, rect.Y,
|
||||
rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
|
||||
}
|
||||
else
|
||||
{
|
||||
spriteBatch.Draw(overlaySprite.Texture,
|
||||
drawPos,
|
||||
new Rectangle(
|
||||
rect.X, rect.Y + rect.Height / 2 + (int)(rect.Height / 2 * (1.0f - dockingState)),
|
||||
rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
list.Remove(this);
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
foreach (Item it in Item.ItemList)
|
||||
{
|
||||
if (it.Submarine != item.Submarine) continue;
|
||||
|
||||
var doorComponent = it.GetComponent<Door>();
|
||||
if (doorComponent == null) continue;
|
||||
|
||||
if (Vector2.Distance(item.Position, doorComponent.Item.Position) < Submarine.GridSize.X)
|
||||
{
|
||||
this.door = doorComponent;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!item.linkedTo.Any()) return;
|
||||
|
||||
List<MapEntity> linked = new List<MapEntity>(item.linkedTo);
|
||||
foreach (MapEntity entity in linked)
|
||||
{
|
||||
var hull = entity as Hull;
|
||||
if (hull != null)
|
||||
{
|
||||
hull.Remove();
|
||||
item.linkedTo.Remove(hull);
|
||||
continue;
|
||||
}
|
||||
|
||||
var gap = entity as Gap;
|
||||
if (gap != null)
|
||||
{
|
||||
gap.Remove();
|
||||
continue;
|
||||
}
|
||||
|
||||
Item linkedItem = entity as Item;
|
||||
if (linkedItem == null) continue;
|
||||
|
||||
var dockingPort = linkedItem.GetComponent<DockingPort>();
|
||||
if (dockingPort != null)
|
||||
{
|
||||
Dock(dockingPort);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f)
|
||||
{
|
||||
if (GameMain.Client != null) return;
|
||||
|
||||
bool wasDocked = docked;
|
||||
DockingPort prevDockingTarget = dockingTarget;
|
||||
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "toggle":
|
||||
Docked = !docked;
|
||||
break;
|
||||
case "set_active":
|
||||
case "set_state":
|
||||
Docked = signal != "0";
|
||||
break;
|
||||
}
|
||||
|
||||
if (sender != null && docked != wasDocked)
|
||||
{
|
||||
if (docked)
|
||||
{
|
||||
if (item.Submarine != null && dockingTarget?.item?.Submarine != null)
|
||||
GameServer.Log(sender.Name + " docked " + item.Submarine.Name + " to " + dockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (item.Submarine != null && prevDockingTarget?.item?.Submarine != null)
|
||||
GameServer.Log(sender.Name + " undocked " + item.Submarine.Name + " from " + prevDockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerWrite(Lidgren.Network.NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write(docked);
|
||||
|
||||
if (docked)
|
||||
{
|
||||
msg.Write(dockingTarget.item.ID);
|
||||
|
||||
if (hullIds[0] != null && hullIds[1] != null && gapId != null)
|
||||
{
|
||||
msg.Write(true);
|
||||
msg.Write((ushort)hullIds[0]);
|
||||
msg.Write((ushort)hullIds[1]);
|
||||
msg.Write((ushort)gapId);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
|
||||
{
|
||||
bool isDocked = msg.ReadBoolean();
|
||||
|
||||
if (isDocked)
|
||||
{
|
||||
ushort dockingTargetID = msg.ReadUInt16();
|
||||
|
||||
bool isLocked = msg.ReadBoolean();
|
||||
|
||||
if (isLocked)
|
||||
{
|
||||
hullIds[0] = msg.ReadUInt16();
|
||||
hullIds[1] = msg.ReadUInt16();
|
||||
gapId = msg.ReadUInt16();
|
||||
}
|
||||
|
||||
Entity targetEntity = Entity.FindEntityByID(dockingTargetID);
|
||||
if (targetEntity == null || !(targetEntity is Item))
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid docking port network event (can't dock to " + targetEntity.ToString() + ")");
|
||||
return;
|
||||
}
|
||||
|
||||
dockingTarget = (targetEntity as Item).GetComponent<DockingPort>();
|
||||
if (dockingTarget == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid docking port network event (" + targetEntity + " doesn't have a docking port component)");
|
||||
return;
|
||||
}
|
||||
|
||||
Dock(dockingTarget);
|
||||
|
||||
if (isLocked)
|
||||
{
|
||||
Lock(true);
|
||||
|
||||
hulls[0].ID = (ushort)hullIds[0];
|
||||
hulls[1].ID = (ushort)hullIds[1];
|
||||
gap.ID = (ushort)gapId;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Undock();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,554 @@
|
||||
using Barotrauma.Lights;
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Door : ItemComponent, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
private Gap linkedGap;
|
||||
|
||||
private Rectangle window;
|
||||
|
||||
private ConvexHull convexHull;
|
||||
private ConvexHull convexHull2;
|
||||
|
||||
private bool isOpen;
|
||||
|
||||
private float openState;
|
||||
|
||||
private PhysicsBody body;
|
||||
|
||||
private Sprite doorSprite, weldedSprite;
|
||||
|
||||
private bool isHorizontal;
|
||||
|
||||
private bool isStuck;
|
||||
|
||||
private bool? predictedState;
|
||||
private float resetPredictionTimer;
|
||||
|
||||
public PhysicsBody Body
|
||||
{
|
||||
get { return body; }
|
||||
}
|
||||
|
||||
private float stuck;
|
||||
public float Stuck
|
||||
{
|
||||
get { return stuck; }
|
||||
set
|
||||
{
|
||||
if (isOpen) return;
|
||||
stuck = MathHelper.Clamp(value, 0.0f, 100.0f);
|
||||
if (stuck == 0.0f) isStuck = false;
|
||||
if (stuck == 100.0f) isStuck = true;
|
||||
}
|
||||
}
|
||||
|
||||
public Gap LinkedGap
|
||||
{
|
||||
get
|
||||
{
|
||||
if (linkedGap != null) return linkedGap;
|
||||
|
||||
foreach (MapEntity e in item.linkedTo)
|
||||
{
|
||||
linkedGap = e as Gap;
|
||||
if (linkedGap != null)
|
||||
{
|
||||
linkedGap.PassAmbientLight = window != Rectangle.Empty;
|
||||
return linkedGap;
|
||||
}
|
||||
}
|
||||
Rectangle rect = item.Rect;
|
||||
if (isHorizontal)
|
||||
{
|
||||
rect.Y += 5;
|
||||
rect.Height += 10;
|
||||
}
|
||||
else
|
||||
{
|
||||
rect.X -= 5;
|
||||
rect.Width += 10;
|
||||
}
|
||||
|
||||
linkedGap = new Gap(rect, Item.Submarine);
|
||||
linkedGap.Submarine = item.Submarine;
|
||||
linkedGap.PassAmbientLight = window != Rectangle.Empty;
|
||||
linkedGap.Open = openState;
|
||||
item.linkedTo.Add(linkedGap);
|
||||
return linkedGap;
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue("0.0,0.0,0.0,0.0", false)]
|
||||
public string Window
|
||||
{
|
||||
get { return ToolBox.Vector4ToString(new Vector4(window.X, window.Y, window.Width, window.Height)); }
|
||||
set
|
||||
{
|
||||
Vector4 vector = ToolBox.ParseToVector4(value);
|
||||
if (vector.Z!=0.0f || vector.W !=0.0f)
|
||||
{
|
||||
window = new Rectangle((int)vector.X, (int)vector.Y, (int)vector.Z, (int)vector.W);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Rectangle WindowRect
|
||||
{
|
||||
get { return window; }
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(false, true)]
|
||||
public bool IsOpen
|
||||
{
|
||||
get { return isOpen; }
|
||||
set
|
||||
{
|
||||
isOpen = value;
|
||||
OpenState = (isOpen) ? 1.0f : 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
private Rectangle doorRect;
|
||||
|
||||
public float OpenState
|
||||
{
|
||||
get { return openState; }
|
||||
set
|
||||
{
|
||||
|
||||
float prevValue = openState;
|
||||
openState = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
if (openState == prevValue) return;
|
||||
|
||||
UpdateConvexHulls();
|
||||
}
|
||||
}
|
||||
|
||||
public Door(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
//Vector2 position = new Vector2(newRect.X, newRect.Y);
|
||||
|
||||
isHorizontal = ToolBox.GetAttributeBool(element, "horizontal", false);
|
||||
|
||||
// isOpen = false;
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
string texturePath = ToolBox.GetAttributeString(subElement, "texture", "");
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "sprite":
|
||||
doorSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
|
||||
break;
|
||||
case "weldedsprite":
|
||||
weldedSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
doorRect = new Rectangle(
|
||||
item.Rect.Center.X - (int)(doorSprite.size.X / 2),
|
||||
item.Rect.Y - item.Rect.Height/2 + (int)(doorSprite.size.Y / 2.0f),
|
||||
(int)doorSprite.size.X,
|
||||
(int)doorSprite.size.Y);
|
||||
|
||||
body = new PhysicsBody(
|
||||
ConvertUnits.ToSimUnits(Math.Max(doorRect.Width, 1)),
|
||||
ConvertUnits.ToSimUnits(Math.Max(doorRect.Height, 1)),
|
||||
0.0f,
|
||||
1.5f);
|
||||
|
||||
body.UserData = item;
|
||||
body.CollisionCategories = Physics.CollisionWall;
|
||||
body.BodyType = BodyType.Static;
|
||||
body.SetTransform(
|
||||
ConvertUnits.ToSimUnits(new Vector2(doorRect.Center.X, doorRect.Y - doorRect.Height / 2)),
|
||||
0.0f);
|
||||
body.Friction = 0.5f;
|
||||
|
||||
|
||||
//string spritePath = Path.GetDirectoryName(item.Prefab.ConfigFile) + "\\"+ ToolBox.GetAttributeString(element, "sprite", "");
|
||||
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
private void UpdateConvexHulls()
|
||||
{
|
||||
doorRect = new Rectangle(
|
||||
item.Rect.Center.X - (int)(doorSprite.size.X / 2),
|
||||
item.Rect.Y - item.Rect.Height / 2 + (int)(doorSprite.size.Y / 2.0f),
|
||||
(int)doorSprite.size.X,
|
||||
(int)doorSprite.size.Y);
|
||||
|
||||
Rectangle rect = doorRect;
|
||||
if (isHorizontal)
|
||||
{
|
||||
rect.Width = (int)(rect.Width * (1.0f - openState));
|
||||
}
|
||||
else
|
||||
{
|
||||
rect.Height = (int)(rect.Height * (1.0f - openState));
|
||||
}
|
||||
|
||||
if (window.Height > 0 && window.Width > 0)
|
||||
{
|
||||
rect.Height = -window.Y;
|
||||
|
||||
rect.Y += (int)(doorRect.Height * openState);
|
||||
rect.Height = Math.Max(rect.Height - (rect.Y - doorRect.Y), 0);
|
||||
rect.Y = Math.Min(doorRect.Y, rect.Y);
|
||||
|
||||
if (convexHull2 != null)
|
||||
{
|
||||
Rectangle rect2 = doorRect;
|
||||
rect2.Y = rect2.Y + window.Y - window.Height;
|
||||
|
||||
rect2.Y += (int)(doorRect.Height * openState);
|
||||
rect2.Y = Math.Min(doorRect.Y, rect2.Y);
|
||||
rect2.Height = rect2.Y - (doorRect.Y - (int)(doorRect.Height * (1.0f - openState)));
|
||||
//convexHull2.SetVertices(GetConvexHullCorners(rect2));
|
||||
|
||||
if (rect2.Height == 0)
|
||||
{
|
||||
convexHull2.Enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
convexHull2.Enabled = true;
|
||||
convexHull2.SetVertices(GetConvexHullCorners(rect2));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (convexHull == null) return;
|
||||
|
||||
if (rect.Height == 0 || rect.Width == 0)
|
||||
{
|
||||
convexHull.Enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
convexHull.Enabled = true;
|
||||
convexHull.SetVertices(GetConvexHullCorners(rect));
|
||||
}
|
||||
}
|
||||
|
||||
private Vector2[] GetConvexHullCorners(Rectangle rect)
|
||||
{
|
||||
Vector2[] corners = new Vector2[4];
|
||||
corners[0] = new Vector2(rect.X, rect.Y - rect.Height);
|
||||
corners[1] = new Vector2(rect.X, rect.Y);
|
||||
corners[2] = new Vector2(rect.Right, rect.Y);
|
||||
corners[3] = new Vector2(rect.Right, rect.Y - rect.Height);
|
||||
|
||||
return corners;
|
||||
}
|
||||
|
||||
public override void Move(Vector2 amount)
|
||||
{
|
||||
base.Move(amount);
|
||||
|
||||
//LinkedGap.Move(amount);
|
||||
|
||||
body.SetTransform(body.SimPosition + ConvertUnits.ToSimUnits(amount), 0.0f);
|
||||
|
||||
UpdateConvexHulls();
|
||||
|
||||
//convexHull.Move(amount);
|
||||
//if (convexHull2 != null) convexHull2.Move(amount);
|
||||
}
|
||||
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
isOpen = !isOpen;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool Select(Character character)
|
||||
{
|
||||
//can only be selected if the item is broken
|
||||
return item.Condition <= 0.0f;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
bool isClosing = false;
|
||||
if (!isStuck)
|
||||
{
|
||||
if (predictedState == null)
|
||||
{
|
||||
OpenState += deltaTime * ((isOpen) ? 2.0f : -2.0f);
|
||||
isClosing = openState > 0.0f && openState < 1.0f && !isOpen;
|
||||
}
|
||||
else
|
||||
{
|
||||
OpenState += deltaTime * (((bool)predictedState) ? 2.0f : -2.0f);
|
||||
isClosing = openState > 0.0f && openState < 1.0f && !(bool)predictedState;
|
||||
|
||||
resetPredictionTimer -= deltaTime;
|
||||
if (resetPredictionTimer <= 0.0f)
|
||||
{
|
||||
predictedState = null;
|
||||
}
|
||||
}
|
||||
|
||||
LinkedGap.Open = openState;
|
||||
}
|
||||
|
||||
if (isClosing)
|
||||
{
|
||||
PushCharactersAway();
|
||||
}
|
||||
else
|
||||
{
|
||||
body.Enabled = openState < 1.0f;
|
||||
}
|
||||
|
||||
//don't use the predicted state here, because it might set
|
||||
//other items to an incorrect state if the prediction is wrong
|
||||
item.SendSignal(0, (isOpen) ? "1" : "0", "state_out", null);
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
body.Enabled = false;
|
||||
|
||||
linkedGap.Open = 1.0f;
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
Color color = (item.IsSelected) ? Color.Green : Color.White;
|
||||
color = color * (item.Condition / 100.0f);
|
||||
color.A = 255;
|
||||
|
||||
//prefab.sprite.Draw(spriteBatch, new Vector2(rect.X, -rect.Y), new Vector2(rect.Width, rect.Height), color);
|
||||
|
||||
if (stuck>0.0f && weldedSprite!=null)
|
||||
{
|
||||
Vector2 weldSpritePos = new Vector2(item.Rect.Center.X, item.Rect.Y-item.Rect.Height/2.0f);
|
||||
if (item.Submarine != null) weldSpritePos += item.Submarine.Position;
|
||||
weldSpritePos.Y = -weldSpritePos.Y;
|
||||
|
||||
weldedSprite.Draw(spriteBatch,
|
||||
weldSpritePos, Color.White*(stuck/100.0f), 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
if (openState == 1.0f)
|
||||
{
|
||||
body.Enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (isHorizontal)
|
||||
{
|
||||
Vector2 pos = new Vector2(item.Rect.X, item.Rect.Y - item.Rect.Height/2);
|
||||
if (item.Submarine != null) pos += item.Submarine.DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
spriteBatch.Draw(doorSprite.Texture, pos,
|
||||
new Rectangle((int)(doorSprite.SourceRect.X + doorSprite.size.X * openState), (int)doorSprite.SourceRect.Y,
|
||||
(int)(doorSprite.size.X * (1.0f - openState)),(int)doorSprite.size.Y),
|
||||
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 pos = new Vector2(item.Rect.Center.X, item.Rect.Y);
|
||||
if (item.Submarine != null) pos += item.Submarine.DrawPosition;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
spriteBatch.Draw(doorSprite.Texture, pos,
|
||||
new Rectangle(doorSprite.SourceRect.X, (int)(doorSprite.SourceRect.Y + doorSprite.size.Y * openState),
|
||||
(int)doorSprite.size.X, (int)(doorSprite.size.Y * (1.0f - openState))),
|
||||
color, 0.0f, doorSprite.Origin, 1.0f, SpriteEffects.None, doorSprite.Depth);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
LinkedGap.ConnectedDoor = this;
|
||||
LinkedGap.Open = openState;
|
||||
|
||||
Vector2[] corners = GetConvexHullCorners(Rectangle.Empty);
|
||||
|
||||
convexHull = new ConvexHull(corners, Color.Black, item);
|
||||
if (window != Rectangle.Empty) convexHull2 = new ConvexHull(corners, Color.Black, item);
|
||||
|
||||
UpdateConvexHulls();
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
base.RemoveComponentSpecific();
|
||||
|
||||
if (body != null)
|
||||
{
|
||||
body.Remove();
|
||||
body = null;
|
||||
}
|
||||
|
||||
|
||||
if (linkedGap!=null) linkedGap.Remove();
|
||||
|
||||
doorSprite.Remove();
|
||||
if (weldedSprite != null) weldedSprite.Remove();
|
||||
|
||||
if (convexHull!=null) convexHull.Remove();
|
||||
if (convexHull2 != null) convexHull2.Remove();
|
||||
}
|
||||
|
||||
private void PushCharactersAway()
|
||||
{
|
||||
//push characters out of the doorway when the door is closing/opening
|
||||
Vector2 simPos = ConvertUnits.ToSimUnits(new Vector2(item.Rect.X, item.Rect.Y));
|
||||
|
||||
Vector2 currSize = isHorizontal ?
|
||||
new Vector2(item.Rect.Width * (1.0f - openState), doorSprite.size.Y) :
|
||||
new Vector2(doorSprite.size.X, item.Rect.Height * (1.0f - openState));
|
||||
|
||||
Vector2 simSize = ConvertUnits.ToSimUnits(currSize);
|
||||
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
int dir = isHorizontal ? Math.Sign(c.SimPosition.Y - item.SimPosition.Y) : Math.Sign(c.SimPosition.X - item.SimPosition.X);
|
||||
|
||||
List<PhysicsBody> bodies = c.AnimController.Limbs.Select(l => l.body).ToList();
|
||||
bodies.Add(c.AnimController.Collider);
|
||||
|
||||
foreach (PhysicsBody body in bodies)
|
||||
{
|
||||
float diff = 0.0f;
|
||||
|
||||
if (isHorizontal)
|
||||
{
|
||||
if (body.SimPosition.X < simPos.X || body.SimPosition.X > simPos.X + simSize.X) continue;
|
||||
|
||||
diff = body.SimPosition.Y - item.SimPosition.Y;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (body.SimPosition.Y > simPos.Y || body.SimPosition.Y < simPos.Y - simSize.Y) continue;
|
||||
|
||||
diff = body.SimPosition.X - item.SimPosition.X;
|
||||
}
|
||||
|
||||
if (Math.Sign(diff) != dir)
|
||||
{
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 1.0f, body);
|
||||
|
||||
if (isHorizontal)
|
||||
{
|
||||
body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * simSize.Y * 2.0f), body.Rotation);
|
||||
body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f));
|
||||
}
|
||||
else
|
||||
{
|
||||
body.SetTransform(new Vector2(item.SimPosition.X + dir * simSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
|
||||
body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
if (isHorizontal)
|
||||
{
|
||||
if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > simSize.Y * 0.5f) continue;
|
||||
|
||||
body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 0.5f));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Math.Abs(body.SimPosition.X - item.SimPosition.X) > simSize.X * 0.5f) continue;
|
||||
|
||||
body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
|
||||
}
|
||||
|
||||
c.SetStun(0.2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f)
|
||||
{
|
||||
if (isStuck) return;
|
||||
|
||||
bool wasOpen = predictedState == null ? isOpen : predictedState.Value;
|
||||
|
||||
if (connection.Name == "toggle")
|
||||
{
|
||||
SetState(!wasOpen, false, true);
|
||||
}
|
||||
else if (connection.Name == "set_state")
|
||||
{
|
||||
SetState(signal != "0", false, true);
|
||||
}
|
||||
|
||||
bool newState = predictedState == null ? isOpen : predictedState.Value;
|
||||
if (sender != null && wasOpen != newState)
|
||||
{
|
||||
GameServer.Log(sender.Name + (newState ? " opened " : " closed ") + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage = false)
|
||||
{
|
||||
if (isStuck || (predictedState == null && isOpen == open) || (predictedState != null && isOpen == predictedState.Value)) return;
|
||||
|
||||
if (GameMain.Client != null && !isNetworkMessage)
|
||||
{
|
||||
//clients can "predict" that the door opens/closes when a signal is received
|
||||
|
||||
//the prediction will be reset after 1 second, setting the door to a state
|
||||
//sent by the server, or reverting it back to its old state if no msg from server was received
|
||||
|
||||
if (open != predictedState) PlaySound(ActionType.OnUse, item.WorldPosition);
|
||||
|
||||
predictedState = open;
|
||||
resetPredictionTimer = CorrectionDelay;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!isNetworkMessage || open != predictedState) PlaySound(ActionType.OnUse, item.WorldPosition);
|
||||
|
||||
isOpen = open;
|
||||
}
|
||||
|
||||
//opening a partially stuck door makes it less stuck
|
||||
if (isOpen) stuck = MathHelper.Clamp(stuck - 30.0f, 0.0f, 100.0f);
|
||||
|
||||
if (sendNetworkMessage)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerWrite(Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write(isOpen);
|
||||
msg.WriteRangedSingle(stuck, 0.0f, 100.0f, 8);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
|
||||
{
|
||||
SetState(msg.ReadBoolean(), true);
|
||||
Stuck = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
|
||||
predictedState = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,292 @@
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Holdable : Pickable
|
||||
{
|
||||
//the position(s) in the item that the Character grabs
|
||||
protected Vector2[] handlePos;
|
||||
|
||||
private List<RelatedItem> prevRequiredItems;
|
||||
|
||||
string prevMsg;
|
||||
|
||||
//the distance from the holding characters elbow to center of the physics body of the item
|
||||
protected Vector2 holdPos;
|
||||
|
||||
protected Vector2 aimPos;
|
||||
|
||||
//protected bool aimable;
|
||||
|
||||
private bool attachable, attached, attachedByDefault;
|
||||
private PhysicsBody body;
|
||||
|
||||
//the angle in which the Character holds the item
|
||||
protected float holdAngle;
|
||||
|
||||
[HasDefaultValue(false, true)]
|
||||
public bool Attached
|
||||
{
|
||||
get { return attached && item.ParentInventory == null; }
|
||||
set { attached = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool ControlPose
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool Attachable
|
||||
{
|
||||
get { return attachable; }
|
||||
set { attachable = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool AttachedByDefault
|
||||
{
|
||||
get { return attachedByDefault; }
|
||||
set { attachedByDefault = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue("0.0,0.0", false)]
|
||||
public string HoldPos
|
||||
{
|
||||
get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(holdPos)); }
|
||||
set { holdPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
|
||||
}
|
||||
|
||||
[HasDefaultValue("0.0,0.0", false)]
|
||||
public string AimPos
|
||||
{
|
||||
get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(aimPos)); }
|
||||
set { aimPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float HoldAngle
|
||||
{
|
||||
get { return MathHelper.ToDegrees(holdAngle); }
|
||||
set { holdAngle = MathHelper.ToRadians(value); }
|
||||
}
|
||||
|
||||
public Holdable(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
body = item.body;
|
||||
|
||||
handlePos = new Vector2[2];
|
||||
|
||||
for (int i = 1; i < 3; i++)
|
||||
{
|
||||
handlePos[i - 1] = ToolBox.GetAttributeVector2(element, "handle" + i, Vector2.Zero);
|
||||
|
||||
handlePos[i - 1] = ConvertUnits.ToSimUnits(handlePos[i - 1]);
|
||||
}
|
||||
|
||||
canBePicked = true;
|
||||
|
||||
if (attachable)
|
||||
{
|
||||
prevRequiredItems = new List<RelatedItem>(requiredItems);
|
||||
prevMsg = Msg;
|
||||
|
||||
requiredItems.Clear();
|
||||
Msg = "";
|
||||
}
|
||||
|
||||
if (attachedByDefault || (Screen.Selected == GameMain.EditMapScreen)) Use(1.0f);
|
||||
|
||||
|
||||
//holdAngle = ToolBox.GetAttributeFloat(element, "holdangle", 0.0f);
|
||||
//holdAngle = MathHelper.ToRadians(holdAngle);
|
||||
}
|
||||
|
||||
public override void Drop(Character dropper)
|
||||
{
|
||||
DropConnectedWires(dropper);
|
||||
|
||||
if (body != null) item.body = body;
|
||||
|
||||
if (item.body != null) item.body.Enabled = true;
|
||||
IsActive = false;
|
||||
|
||||
if (picker == null)
|
||||
{
|
||||
if (dropper == null) return;
|
||||
picker = dropper;
|
||||
|
||||
}
|
||||
if (picker.Inventory == null) return;
|
||||
|
||||
item.Submarine = picker.Submarine;
|
||||
if (item.body != null)
|
||||
{
|
||||
item.body.ResetDynamics();
|
||||
item.SetTransform(picker.SimPosition, 0.0f);
|
||||
}
|
||||
|
||||
picker.DeselectItem(item);
|
||||
picker.Inventory.RemoveItem(item);
|
||||
picker = null;
|
||||
}
|
||||
|
||||
public override void Equip(Character character)
|
||||
{
|
||||
picker = character;
|
||||
|
||||
if (character != null) item.Submarine = character.Submarine;
|
||||
|
||||
if (item.body == null)
|
||||
{
|
||||
if (body != null)
|
||||
{
|
||||
item.body = body;
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (!item.body.Enabled)
|
||||
{
|
||||
Limb rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
|
||||
item.SetTransform(rightHand.SimPosition, 0.0f);
|
||||
}
|
||||
|
||||
bool alreadySelected = character.HasSelectedItem(item);
|
||||
if (picker.TrySelectItem(item))
|
||||
{
|
||||
item.body.Enabled = true;
|
||||
IsActive = true;
|
||||
|
||||
if (!alreadySelected) Networking.GameServer.Log(character.Name + " equipped " + item.Name, Networking.ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Unequip(Character character)
|
||||
{
|
||||
if (picker == null) return;
|
||||
|
||||
picker.DeselectItem(item);
|
||||
|
||||
Networking.GameServer.Log(character.Name + " unequipped " + item.Name, Networking.ServerLog.MessageType.ItemInteraction);
|
||||
|
||||
item.body.Enabled = false;
|
||||
IsActive = false;
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
if (!attachable)
|
||||
{
|
||||
return base.Pick(picker);
|
||||
}
|
||||
|
||||
if (!base.Pick(picker))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
requiredItems.Clear();
|
||||
Msg = "";
|
||||
}
|
||||
|
||||
attached = false;
|
||||
if (body != null) item.body = body;
|
||||
//item.body.Enabled = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (!attachable || item.body == null) return true;
|
||||
if (character != null && !character.IsKeyDown(InputType.Aim)) return false;
|
||||
|
||||
item.Drop();
|
||||
|
||||
var containedItems = item.ContainedItems;
|
||||
if (containedItems != null)
|
||||
{
|
||||
foreach (Item contained in containedItems)
|
||||
{
|
||||
if (contained.body == null) continue;
|
||||
contained.SetTransform(item.SimPosition, contained.body.Rotation);
|
||||
}
|
||||
}
|
||||
|
||||
item.body.Enabled = false;
|
||||
item.body = null;
|
||||
|
||||
requiredItems = new List<RelatedItem>(prevRequiredItems);
|
||||
Msg = prevMsg;
|
||||
|
||||
attached = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
Update(deltaTime, cam);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (item.body == null || !item.body.Enabled) return;
|
||||
if (!picker.HasSelectedItem(item)) IsActive = false;
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
|
||||
|
||||
if (item.body.Dir != picker.AnimController.Dir) Flip(item);
|
||||
|
||||
item.Submarine = picker.Submarine;
|
||||
|
||||
picker.AnimController.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, picker.IsKeyDown(InputType.Aim), holdAngle);
|
||||
}
|
||||
|
||||
protected void Flip(Item item)
|
||||
{
|
||||
handlePos[0].X = -handlePos[0].X;
|
||||
handlePos[1].X = -handlePos[1].X;
|
||||
item.body.Dir = -item.body.Dir;
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
//prevRequiredItems = new List<RelatedItem>(requiredItems);
|
||||
|
||||
if (!attachable) return;
|
||||
|
||||
if (Attached)
|
||||
{
|
||||
Use(1.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (item.ParentInventory != null)
|
||||
{
|
||||
if (body != null)
|
||||
{
|
||||
item.body = body;
|
||||
body.Enabled = false;
|
||||
}
|
||||
attached = false;
|
||||
}
|
||||
|
||||
requiredItems.Clear();
|
||||
Msg = "";
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,261 @@
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class MeleeWeapon : Holdable
|
||||
{
|
||||
private float hitPos;
|
||||
|
||||
private bool hitting;
|
||||
|
||||
private Attack attack;
|
||||
|
||||
private float range;
|
||||
|
||||
private Character user;
|
||||
|
||||
private float reload;
|
||||
|
||||
private float reloadTimer;
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float Range
|
||||
{
|
||||
get { return ConvertUnits.ToDisplayUnits(range); }
|
||||
set { range = ConvertUnits.ToSimUnits(value); }
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.5f, false)]
|
||||
public float Reload
|
||||
{
|
||||
get { return reload; }
|
||||
set { reload = Math.Max(0.0f, value); }
|
||||
}
|
||||
|
||||
public MeleeWeapon(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
//throwForce = ToolBox.GetAttributeFloat(element, "throwforce", 1.0f);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
|
||||
attack = new Attack(subElement);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null || reloadTimer>0.0f) return false;
|
||||
if (!character.IsKeyDown(InputType.Aim) || hitting) return false;
|
||||
|
||||
//don't allow hitting if the character is already hitting with another weapon
|
||||
for (int i = 0; i < 2; i++ )
|
||||
{
|
||||
if (character.SelectedItems[i] == null || character.SelectedItems[i] == Item) continue;
|
||||
|
||||
var otherWeapon = character.SelectedItems[i].GetComponent<MeleeWeapon>();
|
||||
if (otherWeapon == null) continue;
|
||||
|
||||
if (otherWeapon.hitting) return false;
|
||||
}
|
||||
|
||||
SetUser(character);
|
||||
|
||||
if (hitPos < MathHelper.Pi * 0.69f) return false;
|
||||
|
||||
reloadTimer = reload;
|
||||
|
||||
item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
|
||||
item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall;
|
||||
item.body.FarseerBody.OnCollision += OnCollision;
|
||||
|
||||
foreach (Limb l in character.AnimController.Limbs)
|
||||
{
|
||||
//item.body.FarseerBody.IgnoreCollisionWith(l.body.FarseerBody);
|
||||
|
||||
if (character.AnimController.InWater) continue;
|
||||
if (l.type == LimbType.LeftFoot || l.type == LimbType.LeftThigh || l.type == LimbType.LeftLeg) continue;
|
||||
|
||||
if (l.type == LimbType.Head || l.type == LimbType.Torso)
|
||||
{
|
||||
l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 7.0f, -4.0f));
|
||||
}
|
||||
else
|
||||
{
|
||||
l.body.ApplyLinearImpulse(new Vector2(character.AnimController.Dir * 5.0f, -2.0f));
|
||||
}
|
||||
}
|
||||
|
||||
hitting = true;
|
||||
|
||||
IsActive = true;
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void Drop(Character dropper)
|
||||
{
|
||||
base.Drop(dropper);
|
||||
|
||||
hitting = false;
|
||||
hitPos = 0.0f;
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
Update(deltaTime, cam);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (!item.body.Enabled) return;
|
||||
if (!picker.HasSelectedItem(item)) IsActive = false;
|
||||
|
||||
reloadTimer -= deltaTime;
|
||||
|
||||
if (!picker.IsKeyDown(InputType.Aim) && !hitting) hitPos = 0.0f;
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
|
||||
|
||||
if (item.body.Dir != picker.AnimController.Dir) Flip(item);
|
||||
|
||||
AnimController ac = picker.AnimController;
|
||||
|
||||
if (!hitting)
|
||||
{
|
||||
if (picker.IsKeyDown(InputType.Aim))
|
||||
{
|
||||
hitPos = Math.Min(hitPos+deltaTime*5.0f, MathHelper.Pi*0.7f);
|
||||
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.1f), new Vector2(-0.3f, 0.2f), false, hitPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(hitPos, 0.0f), aimPos, false, holdAngle);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//Vector2 diff = Vector2.Normalize(picker.CursorPosition - ac.RefLimb.Position);
|
||||
//diff.X = diff.X * ac.Dir;
|
||||
|
||||
hitPos -= deltaTime*15.0f;
|
||||
|
||||
//angl = -hitPos * 2.0f;
|
||||
// System.Diagnostics.Debug.WriteLine("<1.0f "+hitPos);
|
||||
|
||||
|
||||
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.1f), new Vector2(-0.3f, 0.2f), false, hitPos);
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// System.Diagnostics.Debug.WriteLine(">1.0f " + hitPos);
|
||||
// ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.5f, 0.2f), new Vector2(1.0f, 0.2f), false, 0.0f);
|
||||
//}
|
||||
|
||||
if (hitPos < -MathHelper.PiOver4*1.2f)
|
||||
{
|
||||
RestoreCollision();
|
||||
hitting = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void SetUser(Character character)
|
||||
{
|
||||
if (user == character) return;
|
||||
|
||||
if (user != null)
|
||||
{
|
||||
foreach (Limb limb in user.AnimController.Limbs)
|
||||
{
|
||||
try
|
||||
{
|
||||
item.body.FarseerBody.RestoreCollisionWith(limb.body.FarseerBody);
|
||||
}
|
||||
|
||||
catch
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
item.body.FarseerBody.IgnoreCollisionWith(limb.body.FarseerBody);
|
||||
}
|
||||
|
||||
user = character;
|
||||
}
|
||||
|
||||
private void RestoreCollision()
|
||||
{
|
||||
item.body.FarseerBody.OnCollision -= OnCollision;
|
||||
|
||||
item.body.CollisionCategories = Physics.CollisionItem;
|
||||
item.body.CollidesWith = Physics.CollisionWall;
|
||||
|
||||
//foreach (Limb l in picker.AnimController.Limbs)
|
||||
//{
|
||||
// item.body.FarseerBody.RestoreCollisionWith(l.body.FarseerBody);
|
||||
//}
|
||||
}
|
||||
|
||||
|
||||
private bool OnCollision(Fixture f1, Fixture f2, Contact contact)
|
||||
{
|
||||
Character target = null;
|
||||
|
||||
Limb limb = f2.Body.UserData as Limb;
|
||||
if (limb != null)
|
||||
{
|
||||
if (limb.character == picker) return false;
|
||||
target = limb.character;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (target == null)
|
||||
{
|
||||
target = f2.Body.UserData as Character;
|
||||
}
|
||||
|
||||
if (target == null) return false;
|
||||
|
||||
if (attack != null) attack.DoDamage(user, target, item.WorldPosition, 1.0f);
|
||||
|
||||
RestoreCollision();
|
||||
hitting = false;
|
||||
|
||||
if (GameMain.Client != null) return true;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(item, new object[] { Networking.NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, target.ID });
|
||||
|
||||
string logStr = picker?.Name + " used " + item.Name;
|
||||
if (item.ContainedItems != null && item.ContainedItems.Length > 0)
|
||||
{
|
||||
logStr += "(" + string.Join(", ", item.ContainedItems.Select(i => i?.Name)) + ")";
|
||||
}
|
||||
logStr += " on " + target + ".";
|
||||
Networking.GameServer.Log(logStr, Networking.ServerLog.MessageType.Attack);
|
||||
}
|
||||
|
||||
ApplyStatusEffects(ActionType.OnUse, 1.0f, limb.character);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,209 @@
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Pickable : ItemComponent
|
||||
{
|
||||
protected Character picker;
|
||||
|
||||
protected List<InvSlotType> allowedSlots;
|
||||
|
||||
private float pickTimer;
|
||||
|
||||
|
||||
public List<InvSlotType> AllowedSlots
|
||||
{
|
||||
get { return allowedSlots; }
|
||||
}
|
||||
|
||||
public Character Picker
|
||||
{
|
||||
get { return picker; }
|
||||
}
|
||||
|
||||
public Pickable(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
allowedSlots = new List<InvSlotType>();
|
||||
|
||||
string slotString = ToolBox.GetAttributeString(element, "slots", "Any");
|
||||
string[] slotCombinations = slotString.Split(',');
|
||||
foreach (string slotCombination in slotCombinations)
|
||||
{
|
||||
string[] slots = slotCombination.Split('+');
|
||||
InvSlotType allowedSlot = InvSlotType.None;
|
||||
foreach (string slot in slots)
|
||||
{
|
||||
if (slot.ToLowerInvariant() == "bothhands")
|
||||
{
|
||||
allowedSlot = InvSlotType.LeftHand | InvSlotType.RightHand;
|
||||
}
|
||||
else
|
||||
{
|
||||
allowedSlot = allowedSlot | (InvSlotType)Enum.Parse(typeof(InvSlotType), slot.Trim());
|
||||
}
|
||||
}
|
||||
allowedSlots.Add(allowedSlot);
|
||||
}
|
||||
|
||||
canBePicked = true;
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
//return if someone is already trying to pick the item
|
||||
if (pickTimer>0.0f) return false;
|
||||
if (picker == null || picker.Inventory == null) return false;
|
||||
|
||||
if (PickingTime>0.0f)
|
||||
{
|
||||
CoroutineManager.StartCoroutine(WaitForPick(picker, PickingTime));
|
||||
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
return OnPicked(picker);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
private bool OnPicked(Character picker)
|
||||
{
|
||||
if (picker.Inventory.TryPutItem(item, allowedSlots))
|
||||
{
|
||||
if (!picker.HasSelectedItem(item) && item.body != null) item.body.Enabled = false;
|
||||
this.picker = picker;
|
||||
|
||||
for (int i = item.linkedTo.Count - 1; i >= 0; i--)
|
||||
{
|
||||
item.linkedTo[i].RemoveLinked(item);
|
||||
}
|
||||
item.linkedTo.Clear();
|
||||
|
||||
DropConnectedWires(picker);
|
||||
|
||||
ApplyStatusEffects(ActionType.OnPicked, 1.0f, picker);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private IEnumerable<object> WaitForPick(Character picker, float requiredTime)
|
||||
{
|
||||
var leftHand = picker.AnimController.GetLimb(LimbType.LeftHand);
|
||||
var rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
|
||||
|
||||
pickTimer = 0.0f;
|
||||
while (pickTimer < requiredTime && Screen.Selected != GameMain.EditMapScreen)
|
||||
{
|
||||
if (picker.IsKeyDown(InputType.Aim) ||
|
||||
!item.IsInPickRange(picker.WorldPosition) ||
|
||||
picker.Stun > 0.0f || picker.IsDead)
|
||||
{
|
||||
StopPicking(picker);
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
picker.UpdateHUDProgressBar(
|
||||
this,
|
||||
item.WorldPosition,
|
||||
pickTimer / requiredTime,
|
||||
Color.Red, Color.Green);
|
||||
|
||||
picker.AnimController.Anim = AnimController.Animation.UsingConstruction;
|
||||
|
||||
picker.AnimController.TargetMovement = Vector2.Zero;
|
||||
|
||||
leftHand.Disabled = true;
|
||||
leftHand.pullJoint.Enabled = true;
|
||||
leftHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * ((pickTimer / 10.0f) % 0.1f);
|
||||
|
||||
rightHand.Disabled = true;
|
||||
rightHand.pullJoint.Enabled = true;
|
||||
rightHand.pullJoint.WorldAnchorB = item.SimPosition + Vector2.UnitY * ((pickTimer / 10.0f) % 0.1f);
|
||||
|
||||
pickTimer += CoroutineManager.DeltaTime;
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
StopPicking(picker);
|
||||
|
||||
if (!picker.IsRemotePlayer) OnPicked(picker);
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
private void StopPicking(Character picker)
|
||||
{
|
||||
picker.AnimController.Anim = AnimController.Animation.None;
|
||||
pickTimer = 0.0f;
|
||||
}
|
||||
|
||||
protected void DropConnectedWires(Character character)
|
||||
{
|
||||
Vector2 pos = character == null ? item.SimPosition : character.SimPosition;
|
||||
|
||||
var connectionPanel = item.GetComponent<ConnectionPanel>();
|
||||
if (connectionPanel == null) return;
|
||||
|
||||
foreach (Connection c in connectionPanel.Connections)
|
||||
{
|
||||
foreach (Wire w in c.Wires)
|
||||
{
|
||||
if (w == null) continue;
|
||||
|
||||
w.Item.Drop(character);
|
||||
w.Item.SetTransform(pos, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Drop(Character dropper)
|
||||
{
|
||||
if (picker == null)
|
||||
{
|
||||
picker = dropper;
|
||||
}
|
||||
|
||||
Vector2 bodyDropPos = Vector2.Zero;
|
||||
|
||||
if (picker == null || picker.Inventory == null)
|
||||
{
|
||||
if (item.ParentInventory != null && item.ParentInventory.Owner != null)
|
||||
{
|
||||
bodyDropPos = item.ParentInventory.Owner.SimPosition;
|
||||
|
||||
if (item.body != null) item.body.ResetDynamics();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DropConnectedWires(picker);
|
||||
|
||||
item.Submarine = picker.Submarine;
|
||||
bodyDropPos = picker.SimPosition;
|
||||
|
||||
picker.Inventory.RemoveItem(item);
|
||||
picker = null;
|
||||
}
|
||||
|
||||
if (item.body != null && !item.body.Enabled)
|
||||
{
|
||||
item.body.ResetDynamics();
|
||||
item.SetTransform(bodyDropPos, 0.0f);
|
||||
item.body.Enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,104 @@
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Particles;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Propulsion : ItemComponent
|
||||
{
|
||||
private float force;
|
||||
|
||||
private string particles;
|
||||
|
||||
private float useState;
|
||||
|
||||
private ParticlePrefab.DrawTargetType usableIn;
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float Force
|
||||
{
|
||||
get { return force; }
|
||||
set { force = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue("", false)]
|
||||
public string Particles
|
||||
{
|
||||
get { return particles; }
|
||||
set { particles = value; }
|
||||
}
|
||||
|
||||
public Propulsion(Item item, XElement element)
|
||||
: base(item,element)
|
||||
{
|
||||
switch (ToolBox.GetAttributeString(element, "usablein", "both").ToLowerInvariant())
|
||||
{
|
||||
case "air":
|
||||
usableIn = ParticlePrefab.DrawTargetType.Air;
|
||||
break;
|
||||
case "water":
|
||||
usableIn = ParticlePrefab.DrawTargetType.Water;
|
||||
break;
|
||||
case "both":
|
||||
default:
|
||||
usableIn = ParticlePrefab.DrawTargetType.Both;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null) return false;
|
||||
if (!character.IsKeyDown(InputType.Aim) || character.Stun>0.0f) return false;
|
||||
|
||||
IsActive = true;
|
||||
useState = 0.1f;
|
||||
|
||||
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
if (usableIn == ParticlePrefab.DrawTargetType.Air) return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (usableIn == ParticlePrefab.DrawTargetType.Water) return true;
|
||||
}
|
||||
|
||||
Vector2 dir = Vector2.Normalize(character.CursorPosition - character.Position);
|
||||
|
||||
Vector2 propulsion = dir * force;
|
||||
|
||||
if (character.AnimController.InWater) character.AnimController.TargetMovement = dir;
|
||||
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (limb.WearingItems.Find(w => w.WearableComponent.Item == this.item)==null) continue;
|
||||
|
||||
limb.body.ApplyForce(propulsion);
|
||||
}
|
||||
|
||||
character.AnimController.Collider.ApplyForce(propulsion);
|
||||
|
||||
if (character.SelectedItems[0] == item) character.AnimController.GetLimb(LimbType.RightHand).body.ApplyForce(propulsion);
|
||||
if (character.SelectedItems[1] == item) character.AnimController.GetLimb(LimbType.LeftHand).body.ApplyForce(propulsion);
|
||||
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(particles))
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition,
|
||||
item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), 0.0f, item.CurrentHull);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
useState -= deltaTime;
|
||||
|
||||
if (useState <= 0.0f) IsActive = false;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,126 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class RangedWeapon : ItemComponent
|
||||
{
|
||||
private float reload, reloadTimer;
|
||||
|
||||
private Vector2 barrelPos;
|
||||
|
||||
[HasDefaultValue("0.0,0.0", false)]
|
||||
public string BarrelPos
|
||||
{
|
||||
get { return ToolBox.Vector2ToString(ConvertUnits.ToDisplayUnits(barrelPos)); }
|
||||
set { barrelPos = ConvertUnits.ToSimUnits(ToolBox.ParseToVector2(value)); }
|
||||
}
|
||||
|
||||
[HasDefaultValue(1.0f, false)]
|
||||
public float Reload
|
||||
{
|
||||
get { return reload; }
|
||||
set { reload = Math.Max(value, 0.0f); }
|
||||
}
|
||||
|
||||
public Vector2 TransformedBarrelPos
|
||||
{
|
||||
get
|
||||
{
|
||||
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
|
||||
Vector2 flippedPos = barrelPos;
|
||||
if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
|
||||
return (Vector2.Transform(flippedPos, bodyTransform) + item.body.SimPosition);
|
||||
}
|
||||
}
|
||||
|
||||
public RangedWeapon(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
//barrelPos = ToolBox.GetAttributeVector2(element, "barrelpos", Vector2.Zero);
|
||||
//barrelPos = ConvertUnits.ToSimUnits(barrelPos);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
reloadTimer -= deltaTime;
|
||||
|
||||
if (reloadTimer < 0.0f)
|
||||
{
|
||||
reloadTimer = 0.0f;
|
||||
IsActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null) return false;
|
||||
if (!character.IsKeyDown(InputType.Aim) || reloadTimer > 0.0f) return false;
|
||||
IsActive = true;
|
||||
reloadTimer = reload;
|
||||
|
||||
List<Body> limbBodies = new List<Body>();
|
||||
foreach (Limb l in character.AnimController.Limbs)
|
||||
{
|
||||
limbBodies.Add(l.body.FarseerBody);
|
||||
}
|
||||
|
||||
float degreeOfFailure = (100.0f - DegreeOfSuccess(character))/100.0f;
|
||||
|
||||
degreeOfFailure *= degreeOfFailure;
|
||||
|
||||
if (degreeOfFailure > Rand.Range(0.0f, 1.0f))
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
|
||||
}
|
||||
|
||||
Item[] containedItems = item.ContainedItems;
|
||||
if (containedItems != null)
|
||||
{
|
||||
foreach (Item projectile in containedItems)
|
||||
{
|
||||
if (projectile == null) continue;
|
||||
//find the projectile-itemcomponent of the projectile,
|
||||
//and add the limbs of the shooter to the list of bodies to be ignored
|
||||
//so that the player can't shoot himself
|
||||
Projectile projectileComponent= projectile.GetComponent<Projectile>();
|
||||
if (projectileComponent == null) continue;
|
||||
|
||||
projectile.body.ResetDynamics();
|
||||
projectile.SetTransform(TransformedBarrelPos,
|
||||
((item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi)
|
||||
+ Rand.Range(-degreeOfFailure, degreeOfFailure));
|
||||
|
||||
projectile.Use(deltaTime);
|
||||
projectileComponent.User = character;
|
||||
|
||||
projectile.body.ApplyTorque(projectile.body.Mass * degreeOfFailure * Rand.Range(-10.0f, 10.0f));
|
||||
|
||||
//recoil
|
||||
item.body.ApplyLinearImpulse(
|
||||
new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -50.0f);
|
||||
|
||||
projectileComponent.IgnoredBodies = limbBodies;
|
||||
|
||||
item.RemoveContained(projectile);
|
||||
|
||||
Rope rope = item.GetComponent<Rope>();
|
||||
if (rope != null) rope.Attach(projectile);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,271 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class RepairTool : ItemComponent
|
||||
{
|
||||
private readonly List<string> fixableEntities;
|
||||
|
||||
private float range;
|
||||
|
||||
private Vector2 pickedPosition;
|
||||
|
||||
private Vector2 barrelPos;
|
||||
|
||||
private string particles;
|
||||
|
||||
private float activeTimer;
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
set { range = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float StructureFixAmount
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float LimbFixAmount
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float ExtinquishAmount
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
[HasDefaultValue("", false)]
|
||||
public string Particles
|
||||
{
|
||||
get { return particles; }
|
||||
set { particles = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float ParticleSpeed
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
[HasDefaultValue("0.0,0.0", false)]
|
||||
public string BarrelPos
|
||||
{
|
||||
get { return ToolBox.Vector2ToString(barrelPos); }
|
||||
set { barrelPos = ToolBox.ParseToVector2(value); }
|
||||
}
|
||||
|
||||
public Vector2 TransformedBarrelPos
|
||||
{
|
||||
get
|
||||
{
|
||||
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
|
||||
Vector2 flippedPos = barrelPos;
|
||||
if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
|
||||
return (Vector2.Transform(flippedPos, bodyTransform));
|
||||
}
|
||||
}
|
||||
|
||||
public RepairTool(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
this.item = item;
|
||||
|
||||
fixableEntities = new List<string>();
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "fixable":
|
||||
fixableEntities.Add(subElement.Attribute("name").Value);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
activeTimer -= deltaTime;
|
||||
if (activeTimer <= 0.0f) IsActive = false;
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null) return false;
|
||||
if (!character.IsKeyDown(InputType.Aim)) return false;
|
||||
|
||||
//if (DoesUseFail(Character)) return false;
|
||||
|
||||
//targetPosition = targetPosition.X, -targetPosition.Y);
|
||||
|
||||
float degreeOfSuccess = DegreeOfSuccess(character)/100.0f;
|
||||
|
||||
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector2 targetPosition = item.WorldPosition;
|
||||
targetPosition += new Vector2(
|
||||
(float)Math.Cos(item.body.Rotation),
|
||||
(float)Math.Sin(item.body.Rotation)) * range * item.body.Dir;
|
||||
|
||||
List<Body> ignoredBodies = new List<Body>();
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess) continue;
|
||||
ignoredBodies.Add(limb.body.FarseerBody);
|
||||
}
|
||||
|
||||
IsActive = true;
|
||||
activeTimer = 0.1f;
|
||||
|
||||
Vector2 rayStart = ConvertUnits.ToSimUnits(item.WorldPosition);
|
||||
Vector2 rayEnd = ConvertUnits.ToSimUnits(targetPosition);
|
||||
|
||||
if (character.Submarine == null)
|
||||
{
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
Repair(rayStart - sub.SimPosition, rayEnd - sub.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
|
||||
}
|
||||
Repair(rayStart, rayEnd, deltaTime, character, degreeOfSuccess, ignoredBodies);
|
||||
}
|
||||
else
|
||||
{
|
||||
Repair(rayStart - character.Submarine.SimPosition, rayEnd - character.Submarine.SimPosition, deltaTime, character, degreeOfSuccess, ignoredBodies);
|
||||
}
|
||||
|
||||
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition + TransformedBarrelPos,
|
||||
-item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi), ParticleSpeed);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
|
||||
{
|
||||
if (ExtinquishAmount > 0.0f && item.CurrentHull != null)
|
||||
{
|
||||
Vector2 displayPos = ConvertUnits.ToDisplayUnits(rayStart + (rayEnd - rayStart) * Submarine.LastPickedFraction * 0.9f);
|
||||
|
||||
displayPos += item.CurrentHull.Submarine.Position;
|
||||
|
||||
Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
|
||||
if (hull != null)
|
||||
{
|
||||
hull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
|
||||
if (hull != item.CurrentHull)
|
||||
{
|
||||
item.CurrentHull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Body targetBody = Submarine.PickBody(rayStart, rayEnd, ignoredBodies);
|
||||
|
||||
if (targetBody == null || targetBody.UserData == null) return;
|
||||
|
||||
pickedPosition = Submarine.LastPickedPosition;
|
||||
|
||||
Structure targetStructure;
|
||||
Limb targetLimb;
|
||||
Item targetItem;
|
||||
if ((targetStructure = (targetBody.UserData as Structure)) != null)
|
||||
{
|
||||
if (!fixableEntities.Contains("structure") && !fixableEntities.Contains(targetStructure.Name)) return;
|
||||
if (targetStructure.IsPlatform) return;
|
||||
|
||||
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
|
||||
if (sectionIndex < 0) return;
|
||||
|
||||
Vector2 progressBarPos = targetStructure.SectionPosition(sectionIndex);
|
||||
if (targetStructure.Submarine != null)
|
||||
{
|
||||
progressBarPos += targetStructure.Submarine.DrawPosition;
|
||||
}
|
||||
|
||||
var progressBar = user.UpdateHUDProgressBar(
|
||||
targetStructure,
|
||||
progressBarPos,
|
||||
1.0f - targetStructure.SectionDamage(sectionIndex) / targetStructure.Health,
|
||||
Color.Red, Color.Green);
|
||||
|
||||
if (progressBar != null) progressBar.Size = new Vector2(60.0f, 20.0f);
|
||||
|
||||
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess);
|
||||
|
||||
//if the next section is small enough, apply the effect to it as well
|
||||
//(to make it easier to fix a small "left-over" section)
|
||||
for (int i = -1; i < 2; i += 2)
|
||||
{
|
||||
int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
|
||||
if ((sectionIndex == 1 && i == -1) ||
|
||||
(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
|
||||
(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
|
||||
{
|
||||
//targetStructure.HighLightSection(sectionIndex + i);
|
||||
targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ((targetLimb = (targetBody.UserData as Limb)) != null)
|
||||
{
|
||||
targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, user);
|
||||
}
|
||||
else if ((targetItem = (targetBody.UserData as Item)) != null)
|
||||
{
|
||||
targetItem.IsHighlighted = true;
|
||||
|
||||
ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
Gap leak = objective.OperateTarget as Gap;
|
||||
if (leak == null) return true;
|
||||
|
||||
float dist = Vector2.Distance(leak.WorldPosition, item.WorldPosition);
|
||||
|
||||
//too far away -> consider this done and hope the AI is smart enough to move closer
|
||||
if (dist > range * 5.0f) return true;
|
||||
|
||||
//steer closer if almost in range
|
||||
if (dist > range)
|
||||
{
|
||||
Vector2 standPos = leak.isHorizontal ?
|
||||
new Vector2(Math.Sign(item.WorldPosition.X - leak.WorldPosition.X), 0.0f)
|
||||
: new Vector2(0.0f, Math.Sign(item.WorldPosition.Y - leak.WorldPosition.Y));
|
||||
|
||||
standPos = leak.WorldPosition + standPos * range;
|
||||
|
||||
character.AIController.SteeringManager.SteeringManual(deltaTime, (standPos - character.WorldPosition) / 1000.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
//close enough -> stop moving
|
||||
character.AIController.SteeringManager.Reset();
|
||||
}
|
||||
|
||||
character.CursorPosition = leak.Position;
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
|
||||
Use(deltaTime, character);
|
||||
|
||||
return leak.Open <= 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,143 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Throwable : Holdable
|
||||
{
|
||||
float throwForce;
|
||||
|
||||
float throwPos;
|
||||
|
||||
bool throwing;
|
||||
|
||||
[HasDefaultValue(1.0f, false)]
|
||||
public float ThrowForce
|
||||
{
|
||||
get { return throwForce; }
|
||||
set { throwForce = value; }
|
||||
}
|
||||
|
||||
public Throwable(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
//throwForce = ToolBox.GetAttributeFloat(element, "throwforce", 1.0f);
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null) return false;
|
||||
if (!character.IsKeyDown(InputType.Aim) || throwing) return false;
|
||||
|
||||
//Vector2 diff = Vector2.Normalize(Character.CursorPosition - Character.AnimController.RefLimb.Position);
|
||||
|
||||
//if (Character.SelectedItems[1]==item)
|
||||
//{
|
||||
// Limb leftHand = Character.AnimController.GetLimb(LimbType.LeftHand);
|
||||
// leftHand.body.ApplyLinearImpulse(diff * 20.0f);
|
||||
// leftHand.Disabled = true;
|
||||
//}
|
||||
|
||||
//if (Character.SelectedItems[0] == item)
|
||||
//{
|
||||
// Limb rightHand = Character.AnimController.GetLimb(LimbType.RightHand);
|
||||
// rightHand.body.ApplyLinearImpulse(diff * 20.0f);
|
||||
// rightHand.Disabled = true;
|
||||
//}
|
||||
|
||||
throwing = true;
|
||||
|
||||
IsActive = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void SecondaryUse(float deltaTime, Character character = null)
|
||||
{
|
||||
if (throwing) return;
|
||||
}
|
||||
|
||||
public override void Drop(Character dropper)
|
||||
{
|
||||
base.Drop(dropper);
|
||||
|
||||
throwing = false;
|
||||
throwPos = 0.0f;
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
Update(deltaTime, cam);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (!item.body.Enabled) return;
|
||||
if (!picker.HasSelectedItem(item)) IsActive = false;
|
||||
|
||||
if (!picker.IsKeyDown(InputType.Aim) && !throwing) throwPos = 0.0f;
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
|
||||
|
||||
if (item.body.Dir != picker.AnimController.Dir) Flip(item);
|
||||
|
||||
AnimController ac = picker.AnimController;
|
||||
|
||||
item.Submarine = picker.Submarine;
|
||||
|
||||
if (!throwing)
|
||||
{
|
||||
if (picker.IsKeyDown(InputType.Aim))
|
||||
{
|
||||
throwPos = (float)System.Math.Min(throwPos+deltaTime*5.0f, MathHelper.Pi*0.7f);
|
||||
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, -0.0f), new Vector2(-0.3f, 0.2f), false, throwPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(throwPos, 0.0f), aimPos, false, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
//Vector2 diff = Vector2.Normalize(picker.CursorPosition - ac.RefLimb.Position);
|
||||
//diff.X = diff.X * ac.Dir;
|
||||
|
||||
throwPos -= deltaTime*15.0f;
|
||||
|
||||
//angl = -hitPos * 2.0f;
|
||||
// System.Diagnostics.Debug.WriteLine("<1.0f "+hitPos);
|
||||
|
||||
|
||||
|
||||
ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.6f, 0.0f), new Vector2(-0.3f, 0.2f), false, throwPos);
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// System.Diagnostics.Debug.WriteLine(">1.0f " + hitPos);
|
||||
// ac.HoldItem(deltaTime, item, handlePos, new Vector2(0.5f, 0.2f), new Vector2(1.0f, 0.2f), false, 0.0f);
|
||||
//}
|
||||
|
||||
|
||||
if (throwPos < -0.0)
|
||||
{
|
||||
|
||||
Vector2 throwVector = picker.CursorWorldPosition - picker.WorldPosition;
|
||||
throwVector = Vector2.Normalize(throwVector);
|
||||
|
||||
item.Drop();
|
||||
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
|
||||
|
||||
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
|
||||
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f);
|
||||
|
||||
Limb rightHand = ac.GetLimb(LimbType.RightHand);
|
||||
item.body.AngularVelocity = rightHand.body.AngularVelocity;
|
||||
|
||||
throwing = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,811 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Xml.Linq;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Networking;
|
||||
using System.IO;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
interface IDrawableComponent
|
||||
{
|
||||
void Draw(SpriteBatch spriteBatch, bool editing);
|
||||
}
|
||||
|
||||
class ItemSound
|
||||
{
|
||||
public readonly Sound Sound;
|
||||
public readonly ActionType Type;
|
||||
|
||||
public string VolumeProperty;
|
||||
|
||||
public float VolumeMultiplier;
|
||||
|
||||
public readonly float Range;
|
||||
|
||||
public readonly bool Loop;
|
||||
|
||||
public ItemSound(Sound sound, ActionType type, float range, bool loop = false)
|
||||
{
|
||||
this.Sound = sound;
|
||||
this.Type = type;
|
||||
this.Range = range;
|
||||
|
||||
this.Loop = loop;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The base class for components holding the different functionalities of the item
|
||||
/// </summary>
|
||||
class ItemComponent : IPropertyObject
|
||||
{
|
||||
protected Item item;
|
||||
|
||||
protected string name;
|
||||
|
||||
private bool isActive;
|
||||
|
||||
protected bool characterUsable;
|
||||
|
||||
protected bool canBePicked;
|
||||
protected bool canBeSelected;
|
||||
|
||||
public bool WasUsed;
|
||||
|
||||
public readonly Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
|
||||
|
||||
public List<RelatedItem> requiredItems;
|
||||
|
||||
public List<Skill> requiredSkills;
|
||||
|
||||
private Dictionary<ActionType,List<ItemSound>> sounds;
|
||||
|
||||
private GUIFrame guiFrame;
|
||||
|
||||
public ItemComponent Parent;
|
||||
|
||||
protected const float CorrectionDelay = 1.0f;
|
||||
protected CoroutineHandle delayedCorrectionCoroutine;
|
||||
protected float correctionTimer;
|
||||
|
||||
private string msg;
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float PickingTime
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public readonly Dictionary<string, ObjectProperty> properties;
|
||||
public Dictionary<string, ObjectProperty> ObjectProperties
|
||||
{
|
||||
get { return properties; }
|
||||
}
|
||||
|
||||
public virtual bool IsActive
|
||||
{
|
||||
get { return isActive; }
|
||||
set
|
||||
{
|
||||
if (!value && isActive)
|
||||
{
|
||||
StopSounds(ActionType.OnActive);
|
||||
}
|
||||
|
||||
isActive = value;
|
||||
}
|
||||
}
|
||||
|
||||
private bool drawable = true;
|
||||
|
||||
public bool Drawable
|
||||
{
|
||||
get { return drawable; }
|
||||
set
|
||||
{
|
||||
if (value == drawable) return;
|
||||
if (!(this is IDrawableComponent))
|
||||
{
|
||||
DebugConsole.ThrowError("Couldn't make \""+this+"\" drawable (the component doesn't implement the IDrawableComponent interface)");
|
||||
return;
|
||||
}
|
||||
|
||||
drawable = value;
|
||||
if (drawable)
|
||||
{
|
||||
if (!item.drawableComponents.Contains((IDrawableComponent)this))
|
||||
item.drawableComponents.Add((IDrawableComponent)this);
|
||||
}
|
||||
else
|
||||
{
|
||||
item.drawableComponents.Remove((IDrawableComponent)this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool CanBePicked
|
||||
{
|
||||
get { return canBePicked; }
|
||||
set { canBePicked = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool DrawHudWhenEquipped
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool CanBeSelected
|
||||
{
|
||||
get { return canBeSelected; }
|
||||
set { canBeSelected = value; }
|
||||
}
|
||||
|
||||
public InputType PickKey
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public InputType SelectKey
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool DeleteOnUse
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public Item Item
|
||||
{
|
||||
get { return item; }
|
||||
}
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return name; }
|
||||
}
|
||||
|
||||
protected GUIFrame GuiFrame
|
||||
{
|
||||
get
|
||||
{
|
||||
if (guiFrame==null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error: the component "+name+" in "+item.Name+" doesn't have a GuiFrame component");
|
||||
guiFrame = new GUIFrame(new Rectangle(0, 0, 100, 100), Color.Black);
|
||||
}
|
||||
return guiFrame;
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue("", false)]
|
||||
public string Msg
|
||||
{
|
||||
get { return msg; }
|
||||
set { msg = value; }
|
||||
}
|
||||
|
||||
public ItemComponent(Item item, XElement element)
|
||||
{
|
||||
this.item = item;
|
||||
|
||||
properties = ObjectProperty.GetProperties(this);
|
||||
|
||||
//canBePicked = ToolBox.GetAttributeBool(element, "canbepicked", false);
|
||||
//canBeSelected = ToolBox.GetAttributeBool(element, "canbeselected", false);
|
||||
|
||||
//msg = ToolBox.GetAttributeString(element, "msg", "");
|
||||
|
||||
requiredItems = new List<RelatedItem>();
|
||||
|
||||
requiredSkills = new List<Skill>();
|
||||
|
||||
sounds = new Dictionary<ActionType, List<ItemSound>>();
|
||||
|
||||
SelectKey = InputType.Select;
|
||||
|
||||
try
|
||||
{
|
||||
string selectKeyStr = ToolBox.GetAttributeString(element, "selectkey", "Select");
|
||||
selectKeyStr = ToolBox.ConvertInputType(selectKeyStr);
|
||||
SelectKey = (InputType)Enum.Parse(typeof(InputType), selectKeyStr, true);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid select key in " + element + "!", e);
|
||||
}
|
||||
|
||||
PickKey = InputType.Select;
|
||||
|
||||
try
|
||||
{
|
||||
string pickKeyStr = ToolBox.GetAttributeString(element, "selectkey", "Select");
|
||||
pickKeyStr = ToolBox.ConvertInputType(pickKeyStr);
|
||||
PickKey = (InputType)Enum.Parse(typeof(InputType),pickKeyStr, true);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid pick key in " + element + "!", e);
|
||||
}
|
||||
|
||||
properties = ObjectProperty.InitProperties(this, element);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "requireditem":
|
||||
case "requireditems":
|
||||
RelatedItem ri = RelatedItem.Load(subElement);
|
||||
if (ri != null) requiredItems.Add(ri);
|
||||
break;
|
||||
|
||||
case "requiredskill":
|
||||
case "requiredskills":
|
||||
string skillName = ToolBox.GetAttributeString(subElement, "name", "");
|
||||
requiredSkills.Add(new Skill(skillName, ToolBox.GetAttributeInt(subElement, "level", 0)));
|
||||
break;
|
||||
case "statuseffect":
|
||||
var statusEffect = StatusEffect.Load(subElement);
|
||||
|
||||
if (statusEffectLists == null) statusEffectLists = new Dictionary<ActionType, List<StatusEffect>>();
|
||||
|
||||
List<StatusEffect> effectList;
|
||||
if (!statusEffectLists.TryGetValue(statusEffect.type, out effectList))
|
||||
{
|
||||
effectList = new List<StatusEffect>();
|
||||
statusEffectLists.Add(statusEffect.type, effectList);
|
||||
}
|
||||
|
||||
effectList.Add(statusEffect);
|
||||
|
||||
break;
|
||||
case "guiframe":
|
||||
string rectStr = ToolBox.GetAttributeString(subElement, "rect", "0.0,0.0,0.5,0.5");
|
||||
|
||||
string[] components = rectStr.Split(',');
|
||||
if (components.Length < 4) continue;
|
||||
|
||||
Vector4 rect = ToolBox.GetAttributeVector4(subElement, "rect", Vector4.One);
|
||||
if (components[0].Contains(".")) rect.X *= GameMain.GraphicsWidth;
|
||||
if (components[1].Contains(".")) rect.Y *= GameMain.GraphicsHeight;
|
||||
if (components[2].Contains(".")) rect.Z *= GameMain.GraphicsWidth;
|
||||
if (components[3].Contains(".")) rect.W *= GameMain.GraphicsHeight;
|
||||
|
||||
string style = ToolBox.GetAttributeString(subElement, "style", "");
|
||||
|
||||
Vector4 color = ToolBox.GetAttributeVector4(subElement, "color", Vector4.One);
|
||||
|
||||
Alignment alignment = Alignment.Center;
|
||||
try
|
||||
{
|
||||
alignment = (Alignment)Enum.Parse(typeof(Alignment),
|
||||
ToolBox.GetAttributeString(subElement, "alignment", "Center"), true);
|
||||
}
|
||||
catch
|
||||
{
|
||||
DebugConsole.ThrowError("Error in " + element + "! \"" + element.Attribute("type").Value + "\" is not a valid alignment");
|
||||
}
|
||||
|
||||
guiFrame = new GUIFrame(
|
||||
new Rectangle((int)rect.X, (int)rect.Y, (int)rect.Z, (int)rect.W),
|
||||
new Color(color.X, color.Y, color.Z) * color.W,
|
||||
alignment, style);
|
||||
|
||||
break;
|
||||
case "sound":
|
||||
string filePath = ToolBox.GetAttributeString(subElement, "file", "");
|
||||
|
||||
if (filePath == "") filePath = ToolBox.GetAttributeString(subElement, "sound", "");
|
||||
|
||||
if (filePath == "")
|
||||
{
|
||||
DebugConsole.ThrowError("Error when instantiating item \""+item.Name+"\" - sound with no file path set");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!filePath.Contains("/") && !filePath.Contains("\\") && !filePath.Contains(Path.DirectorySeparatorChar))
|
||||
{
|
||||
filePath = Path.Combine(Path.GetDirectoryName(item.Prefab.ConfigFile), filePath);
|
||||
}
|
||||
|
||||
ActionType type;
|
||||
|
||||
try
|
||||
{
|
||||
type = (ActionType)Enum.Parse(typeof(ActionType), ToolBox.GetAttributeString(subElement, "type", ""), true);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid sound type in "+subElement+"!", e);
|
||||
break;
|
||||
}
|
||||
|
||||
Sound sound = Sound.Load(filePath);
|
||||
|
||||
float range = ToolBox.GetAttributeFloat(subElement, "range", 800.0f);
|
||||
bool loop = ToolBox.GetAttributeBool(subElement, "loop", false);
|
||||
ItemSound itemSound = new ItemSound(sound, type, range, loop);
|
||||
itemSound.VolumeProperty = ToolBox.GetAttributeString(subElement, "volume", "");
|
||||
itemSound.VolumeMultiplier = ToolBox.GetAttributeFloat(subElement, "volumemultiplier", 1.0f);
|
||||
|
||||
List<ItemSound> soundList = null;
|
||||
if (!sounds.TryGetValue(itemSound.Type, out soundList))
|
||||
{
|
||||
soundList = new List<ItemSound>();
|
||||
sounds.Add(itemSound.Type, soundList);
|
||||
}
|
||||
|
||||
soundList.Add(itemSound);
|
||||
break;
|
||||
default:
|
||||
ItemComponent ic = Load(subElement, item, item.ConfigFile, false);
|
||||
if (ic == null) break;
|
||||
|
||||
ic.Parent = this;
|
||||
item.components.Add(ic);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private ItemSound loopingSound;
|
||||
private int loopingSoundIndex;
|
||||
public void PlaySound(ActionType type, Vector2 position)
|
||||
{
|
||||
if (loopingSound != null)
|
||||
{
|
||||
loopingSoundIndex = loopingSound.Sound.Loop(loopingSoundIndex, GetSoundVolume(loopingSound), position, loopingSound.Range);
|
||||
return;
|
||||
}
|
||||
|
||||
List<ItemSound> matchingSounds;
|
||||
if (!sounds.TryGetValue(type, out matchingSounds)) return;
|
||||
|
||||
ItemSound itemSound = null;
|
||||
if (!Sounds.SoundManager.IsPlaying(loopingSoundIndex))
|
||||
{
|
||||
int index = Rand.Int(matchingSounds.Count);
|
||||
itemSound = matchingSounds[index];
|
||||
}
|
||||
|
||||
if (itemSound == null) return;
|
||||
|
||||
if (itemSound.Loop)
|
||||
{
|
||||
loopingSound = itemSound;
|
||||
|
||||
loopingSoundIndex = loopingSound.Sound.Loop(loopingSoundIndex, GetSoundVolume(loopingSound), position, loopingSound.Range);
|
||||
}
|
||||
else
|
||||
{
|
||||
float volume = GetSoundVolume(itemSound);
|
||||
if (volume == 0.0f) return;
|
||||
itemSound.Sound.Play(volume, itemSound.Range, position);
|
||||
}
|
||||
}
|
||||
|
||||
public void StopSounds(ActionType type)
|
||||
{
|
||||
if (loopingSoundIndex <= 0) return;
|
||||
|
||||
if (loopingSound == null) return;
|
||||
|
||||
if (loopingSound.Type != type) return;
|
||||
|
||||
if (Sounds.SoundManager.IsPlaying(loopingSoundIndex))
|
||||
{
|
||||
Sounds.SoundManager.Stop(loopingSoundIndex);
|
||||
loopingSound = null;
|
||||
loopingSoundIndex = -1;
|
||||
}
|
||||
}
|
||||
|
||||
private float GetSoundVolume(ItemSound sound)
|
||||
{
|
||||
if (sound == null) return 0.0f;
|
||||
if (sound.VolumeProperty == "") return 1.0f;
|
||||
|
||||
ObjectProperty op = null;
|
||||
if (properties.TryGetValue(sound.VolumeProperty.ToLowerInvariant(), out op))
|
||||
{
|
||||
float newVolume = 0.0f;
|
||||
try
|
||||
{
|
||||
newVolume = (float)op.GetValue();
|
||||
}
|
||||
catch
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
newVolume *= sound.VolumeMultiplier;
|
||||
|
||||
return MathHelper.Clamp(newVolume, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
public virtual void Move(Vector2 amount) { }
|
||||
|
||||
/// <summary>a Character has picked the item</summary>
|
||||
public virtual bool Pick(Character picker)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public virtual bool Select(Character character)
|
||||
{
|
||||
return CanBeSelected;
|
||||
}
|
||||
|
||||
/// <summary>a Character has dropped the item</summary>
|
||||
public virtual void Drop(Character dropper) { }
|
||||
|
||||
//public virtual void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
//{
|
||||
// item.drawableComponents = Array.FindAll(item.drawableComponents, i => i != this);
|
||||
//}
|
||||
|
||||
public virtual void DrawHUD(SpriteBatch spriteBatch, Character character) { }
|
||||
|
||||
public virtual void AddToGUIUpdateList() { }
|
||||
|
||||
public virtual void UpdateHUD(Character character) { }
|
||||
|
||||
/// <returns>true if the operation was completed</returns>
|
||||
public virtual bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//called when isActive is true and condition > 0.0f
|
||||
public virtual void Update(float deltaTime, Camera cam) { }
|
||||
|
||||
//called when isActive is true and condition == 0.0f
|
||||
public virtual void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
StopSounds(ActionType.OnActive);
|
||||
}
|
||||
|
||||
//called when the item is equipped and left mouse button is pressed
|
||||
//returns true if the item was used succesfully (not out of ammo, reloading, etc)
|
||||
public virtual bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//called when the item is equipped and right mouse button is pressed
|
||||
public virtual void SecondaryUse(float deltaTime, Character character = null) { }
|
||||
|
||||
//called when the item is placed in a "limbslot"
|
||||
public virtual void Equip(Character character) { }
|
||||
|
||||
//called then the item is dropped or dragged out of a "limbslot"
|
||||
public virtual void Unequip(Character character) { }
|
||||
|
||||
public virtual void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f)
|
||||
{
|
||||
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "activate":
|
||||
case "use":
|
||||
item.Use(1.0f);
|
||||
break;
|
||||
case "toggle":
|
||||
IsActive = !isActive;
|
||||
break;
|
||||
case "set_active":
|
||||
case "set_state":
|
||||
IsActive = signal != "0";
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual bool Combine(Item item)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
if (loopingSound != null)
|
||||
{
|
||||
Sounds.SoundManager.Stop(loopingSoundIndex);
|
||||
}
|
||||
|
||||
if (delayedCorrectionCoroutine != null)
|
||||
{
|
||||
CoroutineManager.StopCoroutines(delayedCorrectionCoroutine);
|
||||
delayedCorrectionCoroutine = null;
|
||||
}
|
||||
|
||||
RemoveComponentSpecific();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc)
|
||||
/// but don't reset anything that's required for cloning the item
|
||||
/// </summary>
|
||||
public void ShallowRemove()
|
||||
{
|
||||
if (loopingSound != null)
|
||||
{
|
||||
Sounds.SoundManager.Stop(loopingSoundIndex);
|
||||
}
|
||||
|
||||
ShallowRemoveComponentSpecific();
|
||||
}
|
||||
|
||||
protected virtual void ShallowRemoveComponentSpecific()
|
||||
{
|
||||
RemoveComponentSpecific();
|
||||
}
|
||||
|
||||
protected virtual void RemoveComponentSpecific()
|
||||
{ }
|
||||
|
||||
public bool HasRequiredSkills(Character character)
|
||||
{
|
||||
Skill temp;
|
||||
return HasRequiredSkills(character, out temp);
|
||||
}
|
||||
|
||||
public bool HasRequiredSkills(Character character, out Skill insufficientSkill)
|
||||
{
|
||||
foreach (Skill skill in requiredSkills)
|
||||
{
|
||||
int characterLevel = character.GetSkillLevel(skill.Name);
|
||||
if (characterLevel < skill.Level)
|
||||
{
|
||||
insufficientSkill = skill;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
insufficientSkill = null;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns 0.0f-1.0f based on how well the Character can use the itemcomponent
|
||||
/// </summary>
|
||||
/// <returns>0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less</returns>
|
||||
protected float DegreeOfSuccess(Character character)
|
||||
{
|
||||
if (requiredSkills.Count == 0) return 100.0f;
|
||||
|
||||
float[] skillSuccess = new float[requiredSkills.Count];
|
||||
|
||||
for (int i = 0; i < requiredSkills.Count; i++ )
|
||||
{
|
||||
int characterLevel = character.GetSkillLevel(requiredSkills[i].Name);
|
||||
|
||||
skillSuccess[i] = (characterLevel - requiredSkills[i].Level);
|
||||
}
|
||||
|
||||
float average = skillSuccess.Average();
|
||||
|
||||
return (average+100.0f)/2.0f;
|
||||
}
|
||||
|
||||
public virtual void FlipX() { }
|
||||
|
||||
public bool HasRequiredContainedItems(bool addMessage)
|
||||
{
|
||||
List<RelatedItem> requiredContained = requiredItems.FindAll(ri=> ri.Type == RelatedItem.RelationType.Contained);
|
||||
|
||||
if (!requiredContained.Any()) return true;
|
||||
|
||||
Item[] containedItems = item.ContainedItems;
|
||||
if (containedItems == null || !containedItems.Any()) return false;
|
||||
|
||||
foreach (RelatedItem ri in requiredContained)
|
||||
{
|
||||
Item containedItem = Array.Find(containedItems, x => x != null && x.Condition > 0.0f && ri.MatchesItem(x));
|
||||
if (containedItem == null)
|
||||
{
|
||||
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool HasRequiredItems(Character character, bool addMessage)
|
||||
{
|
||||
if (!requiredItems.Any()) return true;
|
||||
|
||||
foreach (RelatedItem ri in requiredItems)
|
||||
{
|
||||
if (!ri.Type.HasFlag(RelatedItem.RelationType.Equipped) && !ri.Type.HasFlag(RelatedItem.RelationType.Picked)) continue;
|
||||
|
||||
bool hasItem = false;
|
||||
if (ri.Type.HasFlag(RelatedItem.RelationType.Equipped))
|
||||
{
|
||||
if (character.SelectedItems.FirstOrDefault(it => it != null && it.Condition > 0.0f && ri.MatchesItem(it)) != null) hasItem = true;
|
||||
}
|
||||
if (!hasItem && ri.Type.HasFlag(RelatedItem.RelationType.Picked))
|
||||
{
|
||||
if (character.Inventory.Items.FirstOrDefault(x => x!=null && x.Condition>0.0f && ri.MatchesItem(x))!=null) hasItem = true;
|
||||
}
|
||||
if (!hasItem)
|
||||
{
|
||||
if (addMessage && !string.IsNullOrEmpty(ri.Msg)) GUI.AddMessage(ri.Msg, Color.Red);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void ApplyStatusEffects(ActionType type, float deltaTime, Character character = null)
|
||||
{
|
||||
if (statusEffectLists == null) return;
|
||||
|
||||
List<StatusEffect> statusEffects;
|
||||
if (!statusEffectLists.TryGetValue(type, out statusEffects)) return;
|
||||
|
||||
foreach (StatusEffect effect in statusEffects)
|
||||
{
|
||||
item.ApplyStatusEffect(effect, type, deltaTime, character);
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyStatusEffects(ActionType type, List<IPropertyObject> targets, float deltaTime)
|
||||
{
|
||||
if (statusEffectLists == null) return;
|
||||
|
||||
List<StatusEffect> statusEffects;
|
||||
if (!statusEffectLists.TryGetValue(type, out statusEffects)) return;
|
||||
|
||||
foreach (StatusEffect effect in statusEffects)
|
||||
{
|
||||
effect.Apply(type, deltaTime, item, targets);
|
||||
}
|
||||
}
|
||||
|
||||
//Starts a coroutine that will read the correct state of the component from the NetBuffer when correctionTimer reaches zero.
|
||||
protected void StartDelayedCorrection(ServerNetObject type, NetBuffer buffer, float sendingTime)
|
||||
{
|
||||
if (delayedCorrectionCoroutine != null) CoroutineManager.StopCoroutines(delayedCorrectionCoroutine);
|
||||
|
||||
delayedCorrectionCoroutine = CoroutineManager.StartCoroutine(DoDelayedCorrection(type, buffer, sendingTime));
|
||||
}
|
||||
|
||||
private IEnumerable<object> DoDelayedCorrection(ServerNetObject type, NetBuffer buffer, float sendingTime)
|
||||
{
|
||||
while (correctionTimer > 0.0f)
|
||||
{
|
||||
correctionTimer -= CoroutineManager.DeltaTime;
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
((IServerSerializable)this).ClientRead(type, buffer, sendingTime);
|
||||
|
||||
correctionTimer = 0.0f;
|
||||
delayedCorrectionCoroutine = null;
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
public virtual XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement componentElement = new XElement(name);
|
||||
|
||||
foreach (RelatedItem ri in requiredItems)
|
||||
{
|
||||
XElement newElement = new XElement("requireditem");
|
||||
ri.Save(newElement);
|
||||
componentElement.Add(newElement);
|
||||
}
|
||||
|
||||
ObjectProperty.SaveProperties(this, componentElement);
|
||||
|
||||
parentElement.Add(componentElement);
|
||||
return componentElement;
|
||||
}
|
||||
|
||||
public virtual void Load(XElement componentElement)
|
||||
{
|
||||
if (componentElement == null) return;
|
||||
|
||||
foreach (XAttribute attribute in componentElement.Attributes())
|
||||
{
|
||||
ObjectProperty property = null;
|
||||
if (!properties.TryGetValue(attribute.Name.ToString().ToLowerInvariant(), out property)) continue;
|
||||
|
||||
property.TrySetValue(attribute.Value);
|
||||
}
|
||||
|
||||
List<RelatedItem> prevRequiredItems = new List<RelatedItem>(requiredItems);
|
||||
requiredItems.Clear();
|
||||
|
||||
foreach (XElement subElement in componentElement.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "requireditem":
|
||||
RelatedItem newRequiredItem = RelatedItem.Load(subElement);
|
||||
|
||||
if (newRequiredItem == null) continue;
|
||||
|
||||
var prevRequiredItem = prevRequiredItems.Find(ri => ri.JoinedNames == newRequiredItem.JoinedNames);
|
||||
if (prevRequiredItem!=null)
|
||||
{
|
||||
newRequiredItem.statusEffects = prevRequiredItem.statusEffects;
|
||||
newRequiredItem.Msg = prevRequiredItem.Msg;
|
||||
}
|
||||
|
||||
requiredItems.Add(newRequiredItem);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void OnMapLoaded() { }
|
||||
|
||||
public static ItemComponent Load(XElement element, Item item, string file, bool errorMessages = true)
|
||||
{
|
||||
Type t;
|
||||
string type = element.Name.ToString().ToLowerInvariant();
|
||||
try
|
||||
{
|
||||
// Get the type of a specified class.
|
||||
t = Type.GetType("Barotrauma.Items.Components." + type + "", false, true);
|
||||
if (t == null)
|
||||
{
|
||||
if (errorMessages) DebugConsole.ThrowError("Could not find the component \"" + type + "\" (" + file + ")");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
if (errorMessages) DebugConsole.ThrowError("Could not find the component \"" + type + "\" (" + file + ")", e);
|
||||
return null;
|
||||
}
|
||||
|
||||
ConstructorInfo constructor;
|
||||
try
|
||||
{
|
||||
if (t != typeof(ItemComponent) && !t.IsSubclassOf(typeof(ItemComponent))) return null;
|
||||
constructor = t.GetConstructor(new Type[] { typeof(Item), typeof(XElement) });
|
||||
if (constructor == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Could not find the constructor of the component \"" + type + "\" (" + file + ")");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Could not find the constructor of the component \"" + type + "\" (" + file + ")", e);
|
||||
return null;
|
||||
}
|
||||
|
||||
object[] lobject = new object[] { item, element };
|
||||
object component = constructor.Invoke(lobject);
|
||||
|
||||
ItemComponent ic = (ItemComponent)component;
|
||||
ic.name = element.Name.ToString();
|
||||
|
||||
return ic;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,320 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class ItemContainer : ItemComponent, IDrawableComponent
|
||||
{
|
||||
public const int MaxInventoryCount = 4;
|
||||
|
||||
List<RelatedItem> containableItems;
|
||||
public ItemInventory Inventory;
|
||||
|
||||
private List<Pair<Item, StatusEffect>> itemsWithStatusEffects;
|
||||
|
||||
//how many items can be contained
|
||||
[HasDefaultValue(5, false)]
|
||||
public int Capacity
|
||||
{
|
||||
get { return capacity; }
|
||||
set { capacity = Math.Max(value, 1); }
|
||||
}
|
||||
private int capacity;
|
||||
|
||||
[HasDefaultValue(true, false)]
|
||||
public bool HideItems
|
||||
{
|
||||
get { return hideItems; }
|
||||
set
|
||||
{
|
||||
hideItems = value;
|
||||
Drawable = !hideItems;
|
||||
}
|
||||
}
|
||||
private bool hideItems;
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool DrawInventory
|
||||
{
|
||||
get { return drawInventory; }
|
||||
set { drawInventory = value; }
|
||||
}
|
||||
private bool drawInventory;
|
||||
|
||||
//the position of the first item in the container
|
||||
[HasDefaultValue("0.0,0.0", false)]
|
||||
public string ItemPos
|
||||
{
|
||||
get { return ToolBox.Vector2ToString(itemPos); }
|
||||
set { itemPos = ToolBox.ParseToVector2(value); }
|
||||
}
|
||||
private Vector2 itemPos;
|
||||
|
||||
//item[i].Pos = itemPos + itemInterval*i
|
||||
[HasDefaultValue("0.0,0.0", false)]
|
||||
public string ItemInterval
|
||||
{
|
||||
get { return ToolBox.Vector2ToString(itemInterval); }
|
||||
set { itemInterval = ToolBox.ParseToVector2(value); }
|
||||
}
|
||||
private Vector2 itemInterval;
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float ItemRotation
|
||||
{
|
||||
get { return MathHelper.ToDegrees(itemRotation); }
|
||||
set { itemRotation = MathHelper.ToRadians(value); }
|
||||
}
|
||||
private float itemRotation;
|
||||
|
||||
|
||||
[HasDefaultValue("0.5,0.9", false)]
|
||||
public string HudPos
|
||||
{
|
||||
get { return ToolBox.Vector2ToString(hudPos); }
|
||||
set
|
||||
{
|
||||
hudPos = ToolBox.ParseToVector2(value);
|
||||
//inventory.CenterPos = hudPos;
|
||||
}
|
||||
}
|
||||
private Vector2 hudPos;
|
||||
|
||||
[HasDefaultValue(5, false)]
|
||||
public int SlotsPerRow
|
||||
{
|
||||
get { return slotsPerRow; }
|
||||
set { slotsPerRow = value; }
|
||||
}
|
||||
private int slotsPerRow;
|
||||
|
||||
public List<RelatedItem> ContainableItems
|
||||
{
|
||||
get { return containableItems; }
|
||||
}
|
||||
|
||||
public ItemContainer(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
Inventory = new ItemInventory(item, this, capacity, hudPos, slotsPerRow);
|
||||
containableItems = new List<RelatedItem>();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "containable":
|
||||
RelatedItem containable = RelatedItem.Load(subElement);
|
||||
if (containable == null) continue;
|
||||
|
||||
containableItems.Add(containable);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
itemsWithStatusEffects = new List<Pair<Item, StatusEffect>>();
|
||||
}
|
||||
|
||||
public void OnItemContained(Item containedItem)
|
||||
{
|
||||
item.SetContainedItemPositions();
|
||||
|
||||
RelatedItem ri = containableItems.Find(x => x.MatchesItem(containedItem));
|
||||
if (ri != null)
|
||||
{
|
||||
foreach (StatusEffect effect in ri.statusEffects)
|
||||
{
|
||||
itemsWithStatusEffects.Add(Pair<Item, StatusEffect>.Create(containedItem, effect));
|
||||
}
|
||||
}
|
||||
|
||||
//no need to Update() if this item has no statuseffects and no physics body
|
||||
IsActive = itemsWithStatusEffects.Count > 0 || containedItem.body != null;
|
||||
}
|
||||
|
||||
public void OnItemRemoved(Item item)
|
||||
{
|
||||
itemsWithStatusEffects.RemoveAll(i => i.First == item);
|
||||
|
||||
//deactivate if the inventory is empty
|
||||
IsActive = itemsWithStatusEffects.Count > 0 || item.body != null;
|
||||
}
|
||||
|
||||
public bool CanBeContained(Item item)
|
||||
{
|
||||
if (containableItems.Count == 0) return true;
|
||||
return (containableItems.Find(x => x.MatchesItem(item)) != null);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (item.body != null &&
|
||||
item.body.Enabled &&
|
||||
item.body.FarseerBody.Awake)
|
||||
{
|
||||
item.SetContainedItemPositions();
|
||||
}
|
||||
|
||||
foreach (Pair<Item, StatusEffect> itemAndEffect in itemsWithStatusEffects)
|
||||
{
|
||||
Item contained = itemAndEffect.First;
|
||||
if (contained.Condition < 0.0f) continue;
|
||||
|
||||
StatusEffect effect = itemAndEffect.Second;
|
||||
|
||||
if (effect.Targets.HasFlag(StatusEffect.TargetType.This))
|
||||
effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
|
||||
if (effect.Targets.HasFlag(StatusEffect.TargetType.Contained))
|
||||
effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
if (hideItems || (item.body != null && !item.body.Enabled)) return;
|
||||
|
||||
Vector2 transformedItemPos = itemPos;
|
||||
Vector2 transformedItemInterval = itemInterval;
|
||||
float currentRotation = itemRotation;
|
||||
|
||||
if (item.body == null)
|
||||
{
|
||||
transformedItemPos = new Vector2(item.Rect.X, item.Rect.Y);
|
||||
if (item.Submarine != null) transformedItemPos += item.Submarine.DrawPosition;
|
||||
transformedItemPos = transformedItemPos + itemPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
//item.body.Enabled = true;
|
||||
|
||||
Matrix transform = Matrix.CreateRotationZ(item.body.Rotation);
|
||||
|
||||
if (item.body.Dir==-1.0f)
|
||||
{
|
||||
transformedItemPos.X = -transformedItemPos.X;
|
||||
transformedItemInterval.X = -transformedItemInterval.X;
|
||||
}
|
||||
transformedItemPos = Vector2.Transform(transformedItemPos, transform);
|
||||
transformedItemInterval = Vector2.Transform(transformedItemInterval, transform);
|
||||
|
||||
transformedItemPos += item.DrawPosition;
|
||||
|
||||
currentRotation += item.body.Rotation;
|
||||
}
|
||||
|
||||
foreach (Item containedItem in Inventory.Items)
|
||||
{
|
||||
if (containedItem == null) continue;
|
||||
|
||||
containedItem.Sprite.Draw(
|
||||
spriteBatch,
|
||||
new Vector2(transformedItemPos.X, -transformedItemPos.Y),
|
||||
-currentRotation,
|
||||
1.0f,
|
||||
(item.body != null && item.body.Dir == -1) ? SpriteEffects.FlipHorizontally : SpriteEffects.None);
|
||||
|
||||
transformedItemPos += transformedItemInterval;
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
Inventory.Update((float)Timing.Step);
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
Inventory.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
return (picker != null);
|
||||
}
|
||||
|
||||
|
||||
public override bool Combine(Item item)
|
||||
{
|
||||
if (!containableItems.Any(x => x.MatchesItem(item))) return false;
|
||||
|
||||
if (Inventory.TryPutItem(item))
|
||||
{
|
||||
IsActive = true;
|
||||
if (hideItems && item.body != null) item.body.Enabled = false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
if (itemIds == null) return;
|
||||
|
||||
for (ushort i = 0; i < itemIds.Length; i++)
|
||||
{
|
||||
Item item = MapEntity.FindEntityByID(itemIds[i]) as Item;
|
||||
if (item == null) continue;
|
||||
|
||||
Inventory.TryPutItem(item, i, false, false);
|
||||
}
|
||||
|
||||
itemIds = null;
|
||||
}
|
||||
|
||||
protected override void ShallowRemoveComponentSpecific()
|
||||
{
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
foreach (Item item in Inventory.Items)
|
||||
{
|
||||
if (item == null) continue;
|
||||
item.Remove();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Load(XElement componentElement)
|
||||
{
|
||||
base.Load(componentElement);
|
||||
|
||||
string containedString = ToolBox.GetAttributeString(componentElement, "contained", "");
|
||||
|
||||
string[] itemIdStrings = containedString.Split(',');
|
||||
|
||||
itemIds = new ushort[itemIdStrings.Length];
|
||||
for (int i = 0; i < itemIdStrings.Length; i++)
|
||||
{
|
||||
ushort id = 0;
|
||||
if (!ushort.TryParse(itemIdStrings[i], out id)) continue;
|
||||
|
||||
itemIds[i] = id;
|
||||
}
|
||||
}
|
||||
|
||||
ushort[] itemIds;
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement componentElement = base.Save(parentElement);
|
||||
|
||||
string[] itemIdStrings = new string[Inventory.Items.Length];
|
||||
for (int i = 0; i < Inventory.Items.Length; i++)
|
||||
{
|
||||
itemIdStrings[i] = (Inventory.Items[i]==null) ? "0" : Inventory.Items[i].ID.ToString();
|
||||
}
|
||||
|
||||
componentElement.Add(new XAttribute("contained", string.Join(",",itemIdStrings)));
|
||||
|
||||
return componentElement;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Xml.Linq;
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class ItemLabel : ItemComponent, IDrawableComponent
|
||||
{
|
||||
private GUITextBlock textBlock;
|
||||
|
||||
[HasDefaultValue("", true), Editable(100)]
|
||||
public string Text
|
||||
{
|
||||
get { return textBlock.Text.Replace("\n", ""); }
|
||||
set
|
||||
{
|
||||
if (value == TextBlock.Text || item.Rect.Width < 5) return;
|
||||
|
||||
if (textBlock.Rect.Width != item.Rect.Width || textBlock.Rect.Height != item.Rect.Height)
|
||||
{
|
||||
textBlock = null;
|
||||
}
|
||||
|
||||
TextBlock.Text = value;
|
||||
}
|
||||
}
|
||||
|
||||
private Color textColor;
|
||||
[Editable, HasDefaultValue("0.0,0.0,0.0,1.0", true)]
|
||||
public string TextColor
|
||||
{
|
||||
get { return ToolBox.Vector4ToString(textColor.ToVector4()); }
|
||||
set
|
||||
{
|
||||
textColor = new Color(ToolBox.ParseToVector4(value));
|
||||
if (textBlock != null) textBlock.TextColor = textColor;
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(1.0f, true)]
|
||||
public float TextScale
|
||||
{
|
||||
get { return textBlock == null ? 1.0f : textBlock.TextScale; }
|
||||
set
|
||||
{
|
||||
if (textBlock != null) textBlock.TextScale = MathHelper.Clamp(value, 0.1f, 10.0f);
|
||||
}
|
||||
}
|
||||
|
||||
private GUITextBlock TextBlock
|
||||
{
|
||||
get
|
||||
{
|
||||
if (textBlock == null)
|
||||
{
|
||||
textBlock = new GUITextBlock(new Rectangle(item.Rect.X,-item.Rect.Y,item.Rect.Width, item.Rect.Height), "",
|
||||
Color.Transparent, textColor,
|
||||
Alignment.TopLeft, Alignment.Center,
|
||||
null, null, true);
|
||||
textBlock.Font = GUI.SmallFont;
|
||||
textBlock.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
|
||||
textBlock.TextDepth = item.Sprite.Depth - 0.0001f;
|
||||
textBlock.TextScale = TextScale;
|
||||
}
|
||||
return textBlock;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Move(Vector2 amount)
|
||||
{
|
||||
textBlock.Rect = new Rectangle(item.Rect.X, -item.Rect.Y, item.Rect.Width, item.Rect.Height);
|
||||
}
|
||||
|
||||
public ItemLabel(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
var drawPos = new Vector2(
|
||||
item.DrawPosition.X - item.Rect.Width/2.0f,
|
||||
-(item.DrawPosition.Y + item.Rect.Height/2.0f));
|
||||
|
||||
textBlock.Draw(spriteBatch, drawPos - textBlock.Rect.Location.ToVector2());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Ladder : ItemComponent
|
||||
{
|
||||
|
||||
public Ladder(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool Select(Character character)
|
||||
{
|
||||
if (character == null) return false;
|
||||
|
||||
character.AnimController.Anim = AnimController.Animation.Climbing;
|
||||
//picker.SelectedConstruction = item;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,289 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
struct LimbPos
|
||||
{
|
||||
public LimbType limbType;
|
||||
public Vector2 position;
|
||||
|
||||
public LimbPos(LimbType limbType, Vector2 position)
|
||||
{
|
||||
this.limbType = limbType;
|
||||
this.position = position;
|
||||
}
|
||||
}
|
||||
|
||||
class Controller : ItemComponent
|
||||
{
|
||||
//where the limbs of the user should be positioned when using the controller
|
||||
private List<LimbPos> limbPositions;
|
||||
|
||||
private Direction dir;
|
||||
|
||||
//the position where the user walks to when using the controller
|
||||
//(relative to the position of the item)
|
||||
private Vector2 userPos;
|
||||
|
||||
private Camera cam;
|
||||
|
||||
private Character character;
|
||||
|
||||
public Vector2 UserPos
|
||||
{
|
||||
get { return userPos; }
|
||||
set { userPos = value; }
|
||||
}
|
||||
|
||||
public Controller(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
limbPositions = new List<LimbPos>();
|
||||
|
||||
userPos = ToolBox.GetAttributeVector2(element, "UserPos", Vector2.Zero);
|
||||
|
||||
Enum.TryParse<Direction>(ToolBox.GetAttributeString(element, "direction", "None"), out dir);
|
||||
|
||||
foreach (XElement el in element.Elements())
|
||||
{
|
||||
if (el.Name != "limbposition") continue;
|
||||
|
||||
LimbPos lp = new LimbPos();
|
||||
|
||||
try
|
||||
{
|
||||
lp.limbType = (LimbType)Enum.Parse(typeof(LimbType), el.Attribute("limb").Value, true);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in " + element + ": " + e.Message, e);
|
||||
}
|
||||
|
||||
lp.position = ToolBox.GetAttributeVector2(el, "position", Vector2.Zero);
|
||||
|
||||
limbPositions.Add(lp);
|
||||
}
|
||||
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
this.cam = cam;
|
||||
|
||||
if (character == null
|
||||
|| character.IsDead
|
||||
|| character.Stun > 0.0f
|
||||
|| character.SelectedConstruction != item
|
||||
|| Vector2.Distance(character.Position, item.Position) > item.PickDistance * 2.0f)
|
||||
{
|
||||
if (character != null)
|
||||
{
|
||||
CancelUsing(character);
|
||||
character = null;
|
||||
}
|
||||
IsActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
character.AnimController.Anim = AnimController.Animation.UsingConstruction;
|
||||
|
||||
if (userPos != Vector2.Zero)
|
||||
{
|
||||
Vector2 diff = (item.WorldPosition + userPos) - character.WorldPosition;
|
||||
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
if (diff.Length() > 30.0f)
|
||||
{
|
||||
character.AnimController.TargetMovement = Vector2.Clamp(diff*0.01f, -Vector2.One, Vector2.One);
|
||||
character.AnimController.TargetDir = diff.X > 0.0f ? Direction.Right : Direction.Left;
|
||||
}
|
||||
else
|
||||
{
|
||||
character.AnimController.TargetMovement = Vector2.Zero;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
diff.Y = 0.0f;
|
||||
if (diff != Vector2.Zero && diff.Length() > 10.0f)
|
||||
{
|
||||
character.AnimController.TargetMovement = Vector2.Normalize(diff);
|
||||
character.AnimController.TargetDir = diff.X > 0.0f ? Direction.Right : Direction.Left;
|
||||
return;
|
||||
}
|
||||
character.AnimController.TargetMovement = Vector2.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, character);
|
||||
|
||||
if (limbPositions.Count == 0) return;
|
||||
|
||||
character.AnimController.Anim = AnimController.Animation.UsingConstruction;
|
||||
|
||||
character.AnimController.ResetPullJoints();
|
||||
|
||||
if (dir != 0) character.AnimController.TargetDir = dir;
|
||||
|
||||
foreach (LimbPos lb in limbPositions)
|
||||
{
|
||||
Limb limb = character.AnimController.GetLimb(lb.limbType);
|
||||
if (limb == null) continue;
|
||||
|
||||
limb.Disabled = true;
|
||||
|
||||
if (limb.pullJoint == null) continue;
|
||||
|
||||
Vector2 position = ConvertUnits.ToSimUnits(lb.position + new Vector2(item.Rect.X, item.Rect.Y));
|
||||
limb.pullJoint.Enabled = true;
|
||||
limb.pullJoint.WorldAnchorB = position;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character activator = null)
|
||||
{
|
||||
if (character == null || activator != character || character.SelectedConstruction != item)
|
||||
{
|
||||
character = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
item.SendSignal(0, "1", "trigger_out", character);
|
||||
|
||||
ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void SecondaryUse(float deltaTime, Character character = null)
|
||||
{
|
||||
if (this.character == null || this.character != character || this.character.SelectedConstruction != item)
|
||||
{
|
||||
character = null;
|
||||
return;
|
||||
}
|
||||
|
||||
Entity focusTarget = null;
|
||||
|
||||
if (character == null) return;
|
||||
|
||||
|
||||
foreach (Connection c in item.Connections)
|
||||
{
|
||||
if (c.Name != "position_out") continue;
|
||||
|
||||
foreach (Connection c2 in c.Recipients)
|
||||
{
|
||||
if (c2 == null || c2.Item == null || !c2.Item.Prefab.FocusOnSelected) continue;
|
||||
|
||||
focusTarget = c2.Item;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (focusTarget == null)
|
||||
{
|
||||
item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out", character);
|
||||
return;
|
||||
}
|
||||
|
||||
character.ViewTarget = focusTarget;
|
||||
if (character == Character.Controlled && cam != null)
|
||||
{
|
||||
Lights.LightManager.ViewTarget = focusTarget;
|
||||
cam.TargetPos = focusTarget.WorldPosition;
|
||||
|
||||
cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, (focusTarget as Item).Prefab.OffsetOnSelected, deltaTime*10.0f);
|
||||
}
|
||||
|
||||
if (!character.IsRemotePlayer || character.ViewTarget == focusTarget)
|
||||
{
|
||||
item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out", character);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
item.SendSignal(0, "1", "signal_out", picker);
|
||||
|
||||
PlaySound(ActionType.OnUse, item.WorldPosition);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void CancelUsing(Character character)
|
||||
{
|
||||
foreach (LimbPos lb in limbPositions)
|
||||
{
|
||||
Limb limb = character.AnimController.GetLimb(lb.limbType);
|
||||
if (limb == null) continue;
|
||||
|
||||
limb.Disabled = false;
|
||||
|
||||
limb.pullJoint.Enabled = false;
|
||||
}
|
||||
|
||||
if (character.SelectedConstruction == this.item) character.SelectedConstruction = null;
|
||||
|
||||
character.AnimController.Anim = AnimController.Animation.None;
|
||||
}
|
||||
|
||||
public override bool Select(Character activator)
|
||||
{
|
||||
if (activator == null) return false;
|
||||
|
||||
//someone already using the item
|
||||
if (character != null)
|
||||
{
|
||||
if (character == activator)
|
||||
{
|
||||
IsActive = false;
|
||||
CancelUsing(character);
|
||||
character = null;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
character = activator;
|
||||
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
item.SendSignal(0, "1", "signal_out", character);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void FlipX()
|
||||
{
|
||||
if (dir != Direction.None)
|
||||
{
|
||||
dir = dir == Direction.Left ? Direction.Right : Direction.Left;
|
||||
}
|
||||
|
||||
userPos.X = -UserPos.X;
|
||||
|
||||
for (int i = 0; i < limbPositions.Count; i++)
|
||||
{
|
||||
float diff = (item.Rect.X + limbPositions[i].position.X) - item.Rect.Center.X;
|
||||
|
||||
Vector2 flippedPos =
|
||||
new Vector2(
|
||||
item.Rect.Center.X - diff - item.Rect.X,
|
||||
limbPositions[i].position.Y);
|
||||
|
||||
limbPositions[i] = new LimbPos(limbPositions[i].limbType, flippedPos);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,187 @@
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Deconstructor : Powered, IServerSerializable, IClientSerializable
|
||||
{
|
||||
GUIProgressBar progressBar;
|
||||
GUIButton activateButton;
|
||||
|
||||
float progressTimer;
|
||||
|
||||
ItemContainer container;
|
||||
|
||||
public Deconstructor(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
progressBar = new GUIProgressBar(new Rectangle(0,0,200,20), Color.Green, "", 0.0f, Alignment.BottomCenter, GuiFrame);
|
||||
|
||||
activateButton = new GUIButton(new Rectangle(0, 0, 200, 20), "Deconstruct", Alignment.TopCenter, "", GuiFrame);
|
||||
activateButton.OnClicked = ToggleActive;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (container == null || container.Inventory.Items.All(i => i == null))
|
||||
{
|
||||
SetActive(false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (voltage < minVoltage) return;
|
||||
|
||||
if (powerConsumption == 0.0f) voltage = 1.0f;
|
||||
|
||||
progressTimer += deltaTime*voltage;
|
||||
Voltage -= deltaTime * 10.0f;
|
||||
|
||||
var targetItem = container.Inventory.Items.FirstOrDefault(i => i != null);
|
||||
progressBar.BarSize = Math.Min(progressTimer / targetItem.Prefab.DeconstructTime, 1.0f);
|
||||
if (progressTimer>targetItem.Prefab.DeconstructTime)
|
||||
{
|
||||
var containers = item.GetComponents<ItemContainer>();
|
||||
if (containers.Count < 2)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in Deconstructor.Update: Deconstructors must have two ItemContainer components!");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (DeconstructItem deconstructProduct in targetItem.Prefab.DeconstructItems)
|
||||
{
|
||||
if (deconstructProduct.RequireFullCondition && targetItem.Condition < 100.0f) continue;
|
||||
|
||||
var itemPrefab = MapEntityPrefab.list.FirstOrDefault(ip => ip.Name.ToLowerInvariant() == deconstructProduct.ItemPrefabName.ToLowerInvariant()) as ItemPrefab;
|
||||
if (itemPrefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Tried to deconstruct item \"" + targetItem.Name + "\" but couldn't find item prefab \"" + deconstructProduct + "\"!");
|
||||
continue;
|
||||
}
|
||||
|
||||
//container full, drop the items outside the deconstructor
|
||||
if (containers[1].Inventory.Items.All(i => i != null))
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(itemPrefab, item.Position, item.Submarine);
|
||||
}
|
||||
else
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(itemPrefab, containers[1].Inventory);
|
||||
}
|
||||
}
|
||||
|
||||
container.Inventory.RemoveItem(targetItem);
|
||||
Entity.Spawner.AddToRemoveQueue(targetItem);
|
||||
|
||||
if (container.Inventory.Items.Any(i => i != null))
|
||||
{
|
||||
progressTimer = 0.0f;
|
||||
progressBar.BarSize = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update((float)Timing.Step);
|
||||
}
|
||||
|
||||
private bool ToggleActive(GUIButton button, object obj)
|
||||
{
|
||||
SetActive(!IsActive, Character.Controlled);
|
||||
|
||||
currPowerConsumption = IsActive ? powerConsumption : 0.0f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void SetActive(bool active, Character user = null)
|
||||
{
|
||||
container = item.GetComponent<ItemContainer>();
|
||||
if (container == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in Deconstructor.Activate: Deconstructors must have two ItemContainer components");
|
||||
return;
|
||||
}
|
||||
|
||||
if (container.Inventory.Items.All(i => i == null)) active = false;
|
||||
|
||||
IsActive = active;
|
||||
|
||||
if (user != null)
|
||||
{
|
||||
GameServer.Log(user.Name + (IsActive ? " activated " : " deactivated ") + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
if (!IsActive)
|
||||
{
|
||||
progressBar.BarSize = 0.0f;
|
||||
progressTimer = 0.0f;
|
||||
|
||||
activateButton.Text = "Deconstruct";
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
activateButton.Text = "Cancel";
|
||||
}
|
||||
|
||||
container.Inventory.Locked = IsActive;
|
||||
}
|
||||
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
bool active = msg.ReadBoolean();
|
||||
|
||||
item.CreateServerEvent(this);
|
||||
|
||||
if (item.CanClientAccess(c))
|
||||
{
|
||||
SetActive(active, c.Character);
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
SetActive(msg.ReadBoolean());
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,148 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Engine : Powered
|
||||
{
|
||||
|
||||
private float force;
|
||||
|
||||
private float targetForce;
|
||||
|
||||
private float maxForce;
|
||||
|
||||
//[Editable, HasDefaultValue(1.0f, true)]
|
||||
//public float PowerPerForce
|
||||
//{
|
||||
// get { return powerPerForce; }
|
||||
// set
|
||||
// {
|
||||
// powerPerForce = Math.Max(0.0f, value);
|
||||
// }
|
||||
//}
|
||||
|
||||
[Editable, HasDefaultValue(2000.0f, true)]
|
||||
public float MaxForce
|
||||
{
|
||||
get { return maxForce; }
|
||||
set
|
||||
{
|
||||
maxForce = Math.Max(0.0f, value);
|
||||
}
|
||||
}
|
||||
|
||||
public float Force
|
||||
{
|
||||
get { return force;}
|
||||
set { force = MathHelper.Clamp(value, -100.0f, 100.0f); }
|
||||
}
|
||||
|
||||
public Engine(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
|
||||
var button = new GUIButton(new Rectangle(160, 50, 30, 30), "-", "", GuiFrame);
|
||||
button.OnClicked = (GUIButton btn, object obj) =>
|
||||
{
|
||||
targetForce -= 1.0f;
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(200, 50, 30, 30), "+", "", GuiFrame);
|
||||
button.OnClicked = (GUIButton btn, object obj) =>
|
||||
{
|
||||
targetForce += 1.0f;
|
||||
|
||||
return true;
|
||||
};
|
||||
}
|
||||
|
||||
public float CurrentVolume
|
||||
{
|
||||
get { return Math.Abs((force / 100.0f) * (voltage / minVoltage)); }
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
base.Update(deltaTime, cam);
|
||||
|
||||
currPowerConsumption = Math.Abs(targetForce)/100.0f * powerConsumption;
|
||||
|
||||
if (powerConsumption == 0.0f) voltage = 1.0f;
|
||||
|
||||
Force = MathHelper.Lerp(force, (voltage < minVoltage) ? 0.0f : targetForce, 0.1f);
|
||||
if (Math.Abs(Force) > 1.0f)
|
||||
{
|
||||
Vector2 currForce = new Vector2((force / 100.0f) * maxForce * (voltage / minVoltage), 0.0f);
|
||||
|
||||
item.Submarine.ApplyForce(currForce);
|
||||
|
||||
if (item.CurrentHull != null)
|
||||
{
|
||||
item.CurrentHull.AiTarget.SoundRange = Math.Max(currForce.Length(), item.CurrentHull.AiTarget.SoundRange);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition - (Vector2.UnitX * item.Rect.Width/2),
|
||||
-currForce / 5.0f + new Vector2(Rand.Range(-100.0f, 100.0f), Rand.Range(-50f, 50f)),
|
||||
0.0f, item.CurrentHull);
|
||||
}
|
||||
}
|
||||
|
||||
voltage = 0.0f;
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
//isActive = true;
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
//int width = 300, height = 300;
|
||||
//int x = Game1.GraphicsWidth / 2 - width / 2;
|
||||
//int y = Game1.GraphicsHeight / 2 - height / 2 - 50;
|
||||
|
||||
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Force: " + (int)(targetForce) + " %", new Vector2(GuiFrame.Rect.X + 30, GuiFrame.Rect.Y + 30), Color.White);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
force = MathHelper.Lerp(force, 0.0f, 0.1f);
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
|
||||
{
|
||||
base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power);
|
||||
|
||||
if (connection.Name == "set_force")
|
||||
{
|
||||
float tempForce;
|
||||
if (float.TryParse(signal, NumberStyles.Float, CultureInfo.InvariantCulture, out tempForce))
|
||||
{
|
||||
targetForce = MathHelper.Clamp(tempForce, -100.0f, 100.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,522 @@
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class FabricableItem
|
||||
{
|
||||
public readonly ItemPrefab TargetItem;
|
||||
|
||||
public readonly List<Tuple<ItemPrefab, int>> RequiredItems;
|
||||
|
||||
public readonly float RequiredTime;
|
||||
|
||||
public readonly List<Skill> RequiredSkills;
|
||||
|
||||
public FabricableItem(XElement element)
|
||||
{
|
||||
string name = ToolBox.GetAttributeString(element, "name", "");
|
||||
|
||||
TargetItem = ItemPrefab.list.Find(ip => ip.Name.ToLowerInvariant() == name.ToLowerInvariant()) as ItemPrefab;
|
||||
if (TargetItem == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in fabricable item "+name+"! Item \"" + element.Name + "\" not found.");
|
||||
return;
|
||||
}
|
||||
|
||||
RequiredSkills = new List<Skill>();
|
||||
|
||||
RequiredTime = ToolBox.GetAttributeFloat(element, "requiredtime", 1.0f);
|
||||
|
||||
RequiredItems = new List<Tuple<ItemPrefab, int>>();
|
||||
|
||||
string[] requiredItemNames = ToolBox.GetAttributeString(element, "requireditems", "").Split(',');
|
||||
foreach (string requiredItemName in requiredItemNames)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(requiredItemName)) continue;
|
||||
|
||||
ItemPrefab requiredItem = ItemPrefab.list.Find(ip => ip.Name.ToLowerInvariant() == requiredItemName.Trim().ToLowerInvariant()) as ItemPrefab;
|
||||
if (requiredItem == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in fabricable item " + name + "! Required item \"" + requiredItemName + "\" not found.");
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
var existing = RequiredItems.Find(r => r.Item1 == requiredItem);
|
||||
|
||||
if (existing == null)
|
||||
{
|
||||
|
||||
RequiredItems.Add(new Tuple<ItemPrefab, int>(requiredItem, 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
RequiredItems.Remove(existing);
|
||||
RequiredItems.Add(new Tuple<ItemPrefab, int>(requiredItem, existing.Item2+1));
|
||||
}
|
||||
}
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "requiredskill":
|
||||
RequiredSkills.Add(new Skill(
|
||||
ToolBox.GetAttributeString(subElement, "name", ""),
|
||||
ToolBox.GetAttributeInt(subElement, "level", 0)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
class Fabricator : Powered, IServerSerializable, IClientSerializable
|
||||
{
|
||||
private List<FabricableItem> fabricableItems;
|
||||
|
||||
private GUIListBox itemList;
|
||||
|
||||
private GUIFrame selectedItemFrame;
|
||||
|
||||
private GUIProgressBar progressBar;
|
||||
private GUIButton activateButton;
|
||||
|
||||
private FabricableItem fabricatedItem;
|
||||
private float timeUntilReady;
|
||||
|
||||
//used for checking if contained items have changed
|
||||
//(in which case we need to recheck which items can be fabricated)
|
||||
private Item[] prevContainedItems;
|
||||
|
||||
public Fabricator(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
fabricableItems = new List<FabricableItem>();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString() != "fabricableitem") continue;
|
||||
|
||||
FabricableItem fabricableItem = new FabricableItem(subElement);
|
||||
if (fabricableItem.TargetItem != null) fabricableItems.Add(fabricableItem);
|
||||
}
|
||||
|
||||
GuiFrame.Padding = new Vector4(20.0f, 20.0f, 20.0f, 20.0f);
|
||||
|
||||
itemList = new GUIListBox(new Rectangle(0,0,GuiFrame.Rect.Width/2-20,0), "", GuiFrame);
|
||||
itemList.OnSelected = SelectItem;
|
||||
|
||||
foreach (FabricableItem fi in fabricableItems)
|
||||
{
|
||||
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 50), Color.Transparent, null, itemList)
|
||||
{
|
||||
UserData = fi,
|
||||
Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f),
|
||||
HoverColor = Color.Gold * 0.2f,
|
||||
SelectedColor = Color.Gold * 0.5f,
|
||||
ToolTip = fi.TargetItem.Description
|
||||
};
|
||||
|
||||
GUITextBlock textBlock = new GUITextBlock(
|
||||
new Rectangle(40, 0, 0, 25),
|
||||
fi.TargetItem.Name,
|
||||
Color.Transparent, Color.White,
|
||||
Alignment.Left, Alignment.Left,
|
||||
null, frame);
|
||||
textBlock.ToolTip = fi.TargetItem.Description;
|
||||
textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
|
||||
|
||||
if (fi.TargetItem.sprite != null)
|
||||
{
|
||||
GUIImage img = new GUIImage(new Rectangle(0, 0, 40, 40), fi.TargetItem.sprite, Alignment.Left, frame);
|
||||
img.Scale = Math.Min(Math.Min(40.0f / img.SourceRect.Width, 40.0f / img.SourceRect.Height), 1.0f);
|
||||
img.Color = fi.TargetItem.SpriteColor;
|
||||
img.ToolTip = fi.TargetItem.Description;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private bool SelectItem(GUIComponent component, object obj)
|
||||
{
|
||||
FabricableItem targetItem = obj as FabricableItem;
|
||||
if (targetItem == null) return false;
|
||||
|
||||
if (selectedItemFrame != null) GuiFrame.RemoveChild(selectedItemFrame);
|
||||
|
||||
//int width = 200, height = 150;
|
||||
selectedItemFrame = new GUIFrame(new Rectangle(0, 0, (int)(GuiFrame.Rect.Width * 0.4f), 300), Color.Black * 0.8f, Alignment.CenterY | Alignment.Right, null, GuiFrame);
|
||||
|
||||
selectedItemFrame.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
|
||||
|
||||
progressBar = new GUIProgressBar(new Rectangle(0, 0, 0, 20), Color.Green, "", 0.0f, Alignment.BottomCenter, selectedItemFrame);
|
||||
progressBar.IsHorizontal = true;
|
||||
|
||||
if (targetItem.TargetItem.sprite != null)
|
||||
{
|
||||
int y = 0;
|
||||
|
||||
GUIImage img = new GUIImage(new Rectangle(10, 0, 40, 40), targetItem.TargetItem.sprite, Alignment.TopLeft, selectedItemFrame);
|
||||
img.Scale = Math.Min(Math.Min(40.0f / img.SourceRect.Width, 40.0f / img.SourceRect.Height), 1.0f);
|
||||
img.Color = targetItem.TargetItem.SpriteColor;
|
||||
|
||||
new GUITextBlock(
|
||||
new Rectangle(60, 0, 0, 25),
|
||||
targetItem.TargetItem.Name,
|
||||
Color.Transparent, Color.White,
|
||||
Alignment.TopLeft,
|
||||
Alignment.TopLeft, null,
|
||||
selectedItemFrame, true);
|
||||
|
||||
y += 40;
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(targetItem.TargetItem.Description))
|
||||
{
|
||||
var description = new GUITextBlock(
|
||||
new Rectangle(0, y, 0, 0),
|
||||
targetItem.TargetItem.Description,
|
||||
"", Alignment.TopLeft, Alignment.TopLeft,
|
||||
selectedItemFrame, true, GUI.SmallFont);
|
||||
|
||||
y += description.Rect.Height + 10;
|
||||
}
|
||||
|
||||
|
||||
List<Skill> inadequateSkills = new List<Skill>();
|
||||
|
||||
if (Character.Controlled != null)
|
||||
{
|
||||
inadequateSkills = targetItem.RequiredSkills.FindAll(skill => Character.Controlled.GetSkillLevel(skill.Name) < skill.Level);
|
||||
}
|
||||
|
||||
Color textColor = Color.White;
|
||||
string text;
|
||||
if (!inadequateSkills.Any())
|
||||
{
|
||||
text = "Required items:\n";
|
||||
foreach (Tuple<ItemPrefab, int> ip in targetItem.RequiredItems)
|
||||
{
|
||||
text += " - " + ip.Item1.Name + " x"+ip.Item2+"\n";
|
||||
}
|
||||
text += "Required time: " + targetItem.RequiredTime + " s";
|
||||
}
|
||||
else
|
||||
{
|
||||
text = "Skills required to calibrate:\n";
|
||||
foreach (Skill skill in inadequateSkills)
|
||||
{
|
||||
text += " - " + skill.Name + " lvl " + skill.Level + "\n";
|
||||
}
|
||||
|
||||
textColor = Color.Red;
|
||||
}
|
||||
|
||||
new GUITextBlock(
|
||||
new Rectangle(0, y, 0, 25),
|
||||
text,
|
||||
Color.Transparent, textColor,
|
||||
Alignment.TopLeft,
|
||||
Alignment.TopLeft, null,
|
||||
selectedItemFrame);
|
||||
|
||||
activateButton = new GUIButton(new Rectangle(0, -30, 100, 20), "Create", Color.White, Alignment.CenterX | Alignment.Bottom, "", selectedItemFrame);
|
||||
activateButton.OnClicked = StartButtonClicked;
|
||||
activateButton.UserData = targetItem;
|
||||
activateButton.Enabled = false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool Select(Character character)
|
||||
{
|
||||
CheckFabricableItems(character);
|
||||
if (itemList.Selected != null)
|
||||
{
|
||||
SelectItem(itemList.Selected, itemList.Selected.UserData);
|
||||
}
|
||||
|
||||
|
||||
return base.Select(character);
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
return (picker != null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// check which of the items can be fabricated by the character
|
||||
/// and update the text colors of the item list accordingly
|
||||
/// </summary>
|
||||
private void CheckFabricableItems(Character character)
|
||||
{
|
||||
foreach (GUIComponent child in itemList.children)
|
||||
{
|
||||
var itemPrefab = child.UserData as FabricableItem;
|
||||
if (itemPrefab == null) continue;
|
||||
|
||||
bool canBeFabricated = CanBeFabricated(itemPrefab, character);
|
||||
|
||||
|
||||
child.GetChild<GUITextBlock>().TextColor = Color.White * (canBeFabricated ? 1.0f : 0.5f);
|
||||
child.GetChild<GUIImage>().Color = itemPrefab.TargetItem.SpriteColor * (canBeFabricated ? 1.0f : 0.5f);
|
||||
|
||||
}
|
||||
|
||||
var itemContainer = item.GetComponent<ItemContainer>();
|
||||
prevContainedItems = new Item[itemContainer.Inventory.Items.Length];
|
||||
itemContainer.Inventory.Items.CopyTo(prevContainedItems, 0);
|
||||
}
|
||||
|
||||
private bool StartButtonClicked(GUIButton button, object obj)
|
||||
{
|
||||
if (fabricatedItem == null)
|
||||
{
|
||||
StartFabricating(obj as FabricableItem, Character.Controlled);
|
||||
}
|
||||
else
|
||||
{
|
||||
CancelFabricating(Character.Controlled);
|
||||
}
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void StartFabricating(FabricableItem selectedItem, Character user = null)
|
||||
{
|
||||
if (selectedItem == null) return;
|
||||
|
||||
if (user != null)
|
||||
{
|
||||
GameServer.Log(user.Name + " started fabricating " + selectedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
itemList.Enabled = false;
|
||||
|
||||
activateButton.Text = "Cancel";
|
||||
|
||||
fabricatedItem = selectedItem;
|
||||
IsActive = true;
|
||||
|
||||
timeUntilReady = fabricatedItem.RequiredTime;
|
||||
|
||||
var containers = item.GetComponents<ItemContainer>();
|
||||
containers[0].Inventory.Locked = true;
|
||||
containers[1].Inventory.Locked = true;
|
||||
|
||||
currPowerConsumption = powerConsumption;
|
||||
}
|
||||
|
||||
private void CancelFabricating(Character user = null)
|
||||
{
|
||||
if (fabricatedItem != null && user != null)
|
||||
{
|
||||
GameServer.Log(user.Name + " cancelled the fabrication of " + fabricatedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
itemList.Enabled = true;
|
||||
IsActive = false;
|
||||
fabricatedItem = null;
|
||||
|
||||
currPowerConsumption = 0.0f;
|
||||
|
||||
if (activateButton != null)
|
||||
{
|
||||
activateButton.Text = "Create";
|
||||
}
|
||||
if (progressBar != null) progressBar.BarSize = 0.0f;
|
||||
|
||||
timeUntilReady = 0.0f;
|
||||
|
||||
var containers = item.GetComponents<ItemContainer>();
|
||||
containers[0].Inventory.Locked = false;
|
||||
containers[1].Inventory.Locked = false;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (progressBar!=null)
|
||||
{
|
||||
progressBar.BarSize = fabricatedItem == null ? 0.0f : (fabricatedItem.RequiredTime - timeUntilReady) / fabricatedItem.RequiredTime;
|
||||
}
|
||||
|
||||
if (voltage < minVoltage) return;
|
||||
|
||||
if (powerConsumption == 0) voltage = 1.0f;
|
||||
|
||||
timeUntilReady -= deltaTime*voltage;
|
||||
|
||||
voltage -= deltaTime * 10.0f;
|
||||
|
||||
if (timeUntilReady > 0.0f) return;
|
||||
|
||||
var containers = item.GetComponents<ItemContainer>();
|
||||
if (containers.Count < 2)
|
||||
{
|
||||
DebugConsole.ThrowError("Error while fabricating a new item: fabricators must have two ItemContainer components");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (Tuple<ItemPrefab, int> ip in fabricatedItem.RequiredItems)
|
||||
{
|
||||
for (int i = 0; i < ip.Item2; i++)
|
||||
{
|
||||
var requiredItem = containers[0].Inventory.Items.FirstOrDefault(it => it != null && it.Prefab == ip.Item1);
|
||||
if (requiredItem == null) continue;
|
||||
|
||||
Entity.Spawner.AddToRemoveQueue(requiredItem);
|
||||
containers[0].Inventory.RemoveItem(requiredItem);
|
||||
}
|
||||
}
|
||||
|
||||
if (containers[1].Inventory.Items.All(i => i != null))
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine);
|
||||
}
|
||||
else
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, containers[1].Inventory);
|
||||
}
|
||||
|
||||
CancelFabricating(null);
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
FabricableItem targetItem = itemList.SelectedData as FabricableItem;
|
||||
if (targetItem != null)
|
||||
{
|
||||
activateButton.Enabled = CanBeFabricated(targetItem, character);
|
||||
}
|
||||
|
||||
if (character != null)
|
||||
{
|
||||
bool itemsChanged = false;
|
||||
if (prevContainedItems == null)
|
||||
{
|
||||
itemsChanged = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
var itemContainer = item.GetComponent<ItemContainer>();
|
||||
for (int i = 0; i < itemContainer.Inventory.Items.Length; i++)
|
||||
{
|
||||
if (prevContainedItems[i] != itemContainer.Inventory.Items[i])
|
||||
{
|
||||
itemsChanged = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (itemsChanged) CheckFabricableItems(character);
|
||||
}
|
||||
|
||||
|
||||
GuiFrame.Update((float)Timing.Step);
|
||||
}
|
||||
|
||||
private bool CanBeFabricated(FabricableItem fabricableItem, Character user)
|
||||
{
|
||||
if (fabricableItem == null) return false;
|
||||
|
||||
if (user != null &&
|
||||
fabricableItem.RequiredSkills.Any(skill => user.GetSkillLevel(skill.Name) < skill.Level))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
ItemContainer container = item.GetComponent<ItemContainer>();
|
||||
foreach (Tuple<ItemPrefab, int> ip in fabricableItem.RequiredItems)
|
||||
{
|
||||
if (Array.FindAll(container.Inventory.Items, it => it != null && it.Prefab == ip.Item1).Length < ip.Item2) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
int itemIndex = fabricatedItem == null ? -1 : fabricableItems.IndexOf(fabricatedItem);
|
||||
msg.WriteRangedInteger(-1, fabricableItems.Count - 1, itemIndex);
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
|
||||
|
||||
item.CreateServerEvent(this);
|
||||
|
||||
if (!item.CanClientAccess(c)) return;
|
||||
|
||||
if (itemIndex == -1)
|
||||
{
|
||||
CancelFabricating(c.Character);
|
||||
}
|
||||
else
|
||||
{
|
||||
//if already fabricating the selected item, return
|
||||
if (fabricatedItem != null && fabricableItems.IndexOf(fabricatedItem) == itemIndex) return;
|
||||
if (itemIndex < 0 || itemIndex >= fabricableItems.Count) return;
|
||||
|
||||
SelectItem(null, fabricableItems[itemIndex]);
|
||||
StartFabricating(fabricableItems[itemIndex], c.Character);
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
int itemIndex = fabricatedItem == null ? -1 : fabricableItems.IndexOf(fabricatedItem);
|
||||
msg.WriteRangedInteger(-1, fabricableItems.Count - 1, itemIndex);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
|
||||
|
||||
if (itemIndex == -1)
|
||||
{
|
||||
CancelFabricating();
|
||||
}
|
||||
else
|
||||
{
|
||||
//if already fabricating the selected item, return
|
||||
if (fabricatedItem != null && fabricableItems.IndexOf(fabricatedItem) == itemIndex) return;
|
||||
if (itemIndex < 0 || itemIndex >= fabricableItems.Count) return;
|
||||
|
||||
SelectItem(null, fabricableItems[itemIndex]);
|
||||
StartFabricating(fabricableItems[itemIndex]);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,239 @@
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class MiniMap : Powered
|
||||
{
|
||||
class HullData
|
||||
{
|
||||
public float? Oxygen;
|
||||
public float? Water;
|
||||
}
|
||||
|
||||
private DateTime resetDataTime;
|
||||
|
||||
bool hasPower;
|
||||
|
||||
[Editable, HasDefaultValue(false, true)]
|
||||
public bool RequireWaterDetectors
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(true, true)]
|
||||
public bool RequireOxygenDetectors
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(false, true)]
|
||||
public bool ShowHullIntegrity
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
|
||||
private Dictionary<Hull, HullData> hullDatas;
|
||||
|
||||
public MiniMap(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
|
||||
hullDatas = new Dictionary<Hull, HullData>();
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
//periodically reset all hull data
|
||||
//(so that outdated hull info won't be shown if detectors stop sending signals)
|
||||
if (DateTime.Now > resetDataTime)
|
||||
{
|
||||
hullDatas.Clear();
|
||||
resetDataTime = DateTime.Now + new TimeSpan(0, 0, 1);
|
||||
}
|
||||
|
||||
currPowerConsumption = powerConsumption;
|
||||
|
||||
hasPower = voltage > minVoltage;
|
||||
|
||||
voltage = 0.0f;
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
if (picker == null) return false;
|
||||
|
||||
//picker.SelectedConstruction = item;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
if (item.Submarine == null) return;
|
||||
|
||||
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
if (!hasPower) return;
|
||||
|
||||
Rectangle miniMap = new Rectangle(x + 20, y + 40, width - 40, height - 60);
|
||||
|
||||
float size = Math.Min((float)miniMap.Width / (float)item.Submarine.Borders.Width, (float)miniMap.Height / (float)item.Submarine.Borders.Height);
|
||||
foreach (Hull hull in Hull.hullList)
|
||||
{
|
||||
Point topLeft = new Point(
|
||||
miniMap.X + (int)((hull.Rect.X - item.Submarine.HiddenSubPosition.X - item.Submarine.Borders.X) * size),
|
||||
miniMap.Y - (int)((hull.Rect.Y - item.Submarine.HiddenSubPosition.Y - item.Submarine.Borders.Y) * size));
|
||||
|
||||
Point bottomRight = new Point(
|
||||
topLeft.X + (int)(hull.Rect.Width * size),
|
||||
topLeft.Y + (int)(hull.Rect.Height * size));
|
||||
|
||||
topLeft.X = (int)MathUtils.RoundTowardsClosest(topLeft.X, 4);
|
||||
topLeft.Y = (int)MathUtils.RoundTowardsClosest(topLeft.Y, 4);
|
||||
bottomRight.X = (int)MathUtils.RoundTowardsClosest(bottomRight.X, 4);
|
||||
bottomRight.Y = (int)MathUtils.RoundTowardsClosest(bottomRight.Y, 4);
|
||||
|
||||
Rectangle hullRect = new Rectangle(
|
||||
topLeft, bottomRight - topLeft);
|
||||
|
||||
HullData hullData;
|
||||
hullDatas.TryGetValue(hull, out hullData);
|
||||
|
||||
Color borderColor = Color.Green;
|
||||
|
||||
|
||||
//hull integrity -----------------------------------
|
||||
|
||||
float? gapOpenSum = 0.0f;
|
||||
if (ShowHullIntegrity)
|
||||
{
|
||||
gapOpenSum = hull.ConnectedGaps.Where(g => !g.IsRoomToRoom).Sum(g => g.Open);
|
||||
borderColor = Color.Lerp(borderColor, Color.Red, Math.Min((float)gapOpenSum, 1.0f));
|
||||
}
|
||||
|
||||
//oxygen -----------------------------------
|
||||
|
||||
float? oxygenAmount = null;
|
||||
if (RequireOxygenDetectors && (hullData == null || hullData.Oxygen == null))
|
||||
{
|
||||
borderColor *= 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
oxygenAmount = hullData != null && hullData.Oxygen != null ? (float)hullData.Oxygen : hull.OxygenPercentage;
|
||||
GUI.DrawRectangle(spriteBatch, hullRect, Color.Lerp(Color.Red * 0.5f, Color.Green * 0.3f, (float)oxygenAmount / 100.0f), true);
|
||||
}
|
||||
|
||||
//water -----------------------------------
|
||||
|
||||
float? waterAmount = null;
|
||||
if (RequireWaterDetectors && (hullData == null || hullData.Water == null))
|
||||
{
|
||||
borderColor *= 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
waterAmount = hullData != null && hullData.Water != null ?
|
||||
(float)hullData.Water :
|
||||
Math.Min(hull.Volume / hull.FullVolume, 1.0f);
|
||||
|
||||
if (hullRect.Height * waterAmount > 3.0f)
|
||||
{
|
||||
Rectangle waterRect = new Rectangle(
|
||||
hullRect.X,
|
||||
(int)(hullRect.Y + hullRect.Height * (1.0f - waterAmount)),
|
||||
hullRect.Width,
|
||||
(int)(hullRect.Height * waterAmount));
|
||||
|
||||
waterRect.Inflate(-3, -3);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, waterRect, Color.DarkBlue, true);
|
||||
GUI.DrawLine(spriteBatch, new Vector2(waterRect.X, waterRect.Y), new Vector2(waterRect.Right, waterRect.Y), Color.LightBlue);
|
||||
}
|
||||
}
|
||||
|
||||
if (hullRect.Contains(PlayerInput.MousePosition))
|
||||
{
|
||||
borderColor = Color.White;
|
||||
|
||||
if (gapOpenSum > 0.1f)
|
||||
{
|
||||
GUI.DrawString(spriteBatch,
|
||||
new Vector2(x + 10, y + height - 60),
|
||||
"Hull breach", Color.Red, Color.Black * 0.5f, 2, GUI.SmallFont);
|
||||
}
|
||||
|
||||
GUI.DrawString(spriteBatch,
|
||||
new Vector2(x + 10, y + height - 60),
|
||||
oxygenAmount == null ? "Air quality data not available" : "Air quality: " + (int)oxygenAmount + " %",
|
||||
oxygenAmount == null ? Color.Red : Color.Lerp(Color.Red, Color.LightGreen, (float)oxygenAmount / 100.0f),
|
||||
Color.Black * 0.5f, 2, GUI.SmallFont);
|
||||
|
||||
GUI.DrawString(spriteBatch,
|
||||
new Vector2(x + 10, y + height - 40),
|
||||
waterAmount == null ? "Water level data not available" : "Water level: " + (int)(waterAmount * 100.0f) + " %",
|
||||
waterAmount == null ? Color.Red : Color.Lerp(Color.LightGreen, Color.Red, (float)waterAmount),
|
||||
Color.Black * 0.5f, 2, GUI.SmallFont);
|
||||
}
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, hullRect, borderColor, false, 0.0f, 2);
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0)
|
||||
{
|
||||
base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power);
|
||||
|
||||
if (sender == null || sender.CurrentHull == null) return;
|
||||
|
||||
Hull senderHull = sender.CurrentHull;
|
||||
|
||||
HullData hullData;
|
||||
if (!hullDatas.TryGetValue(senderHull, out hullData))
|
||||
{
|
||||
hullData = new HullData();
|
||||
hullDatas.Add(senderHull, hullData);
|
||||
}
|
||||
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "water_data_in":
|
||||
//cheating a bit because water detectors don't actually send the water level
|
||||
if (source.GetComponent<WaterDetector>() == null)
|
||||
{
|
||||
hullData.Water = Rand.Range(0.0f, 1.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
hullData.Water = Math.Min(senderHull.Volume / senderHull.FullVolume, 1.0f);
|
||||
}
|
||||
break;
|
||||
case "oxygen_data_in":
|
||||
float oxy;
|
||||
|
||||
if (!float.TryParse(signal, System.Globalization.NumberStyles.Float, System.Globalization.CultureInfo.InvariantCulture, out oxy))
|
||||
{
|
||||
oxy = Rand.Range(0.0f, 100.0f);
|
||||
}
|
||||
|
||||
hullData.Oxygen = oxy;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,131 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class OxygenGenerator : Powered
|
||||
{
|
||||
PropertyTask powerUpTask;
|
||||
|
||||
float powerDownTimer;
|
||||
|
||||
bool running;
|
||||
|
||||
private float generatedAmount;
|
||||
|
||||
List<Vent> ventList;
|
||||
|
||||
private float totalHullVolume;
|
||||
|
||||
public bool IsRunning()
|
||||
{
|
||||
return (running && item.Condition>0.0f);
|
||||
}
|
||||
|
||||
public float CurrFlow
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(100.0f, true)]
|
||||
public float GeneratedAmount
|
||||
{
|
||||
get { return generatedAmount; }
|
||||
set { generatedAmount = MathHelper.Clamp(value, -10000.0f, 10000.0f); }
|
||||
}
|
||||
|
||||
public OxygenGenerator(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
|
||||
//item.linkedTo.CollectionChanged += delegate { GetVents(); };
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
base.Update(deltaTime, cam);
|
||||
|
||||
CurrFlow = 0.0f;
|
||||
currPowerConsumption = powerConsumption;
|
||||
|
||||
if (item.CurrentHull == null) return;
|
||||
|
||||
if (voltage < minVoltage)
|
||||
{
|
||||
powerDownTimer += deltaTime;
|
||||
running = false;
|
||||
if ((powerUpTask==null || powerUpTask.IsFinished) && powerDownTimer>5.0f)
|
||||
{
|
||||
powerUpTask = new PropertyTask(item, IsRunning, 50.0f, "Turn on the oxygen generator");
|
||||
}
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
powerDownTimer = 0.0f;
|
||||
}
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
|
||||
running = true;
|
||||
|
||||
CurrFlow = Math.Min(voltage, 1.0f) * generatedAmount*100.0f;
|
||||
//item.CurrentHull.Oxygen += CurrFlow * deltaTime;
|
||||
|
||||
UpdateVents(CurrFlow);
|
||||
|
||||
voltage -= deltaTime;
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
powerDownTimer += deltaTime;
|
||||
}
|
||||
|
||||
private void GetVents()
|
||||
{
|
||||
ventList.Clear();
|
||||
|
||||
foreach (MapEntity entity in item.linkedTo)
|
||||
{
|
||||
Item linkedItem = entity as Item;
|
||||
if (linkedItem == null) continue;
|
||||
|
||||
Vent vent = linkedItem.GetComponent<Vent>();
|
||||
if (vent == null) continue;
|
||||
|
||||
ventList.Add(vent);
|
||||
if (linkedItem.CurrentHull!=null) totalHullVolume += linkedItem.CurrentHull.FullVolume;
|
||||
}
|
||||
}
|
||||
|
||||
//public override void OnMapLoaded()
|
||||
//{
|
||||
// GetVents();
|
||||
//}
|
||||
|
||||
private void UpdateVents(float deltaOxygen)
|
||||
{
|
||||
if (ventList == null)
|
||||
{
|
||||
ventList = new List<Vent>();
|
||||
GetVents();
|
||||
}
|
||||
|
||||
if (!ventList.Any() || totalHullVolume == 0.0f) return;
|
||||
|
||||
foreach (Vent v in ventList)
|
||||
{
|
||||
if (v.Item.CurrentHull == null) continue;
|
||||
|
||||
v.OxygenFlow = deltaOxygen * (v.Item.CurrentHull.FullVolume / totalHullVolume);
|
||||
v.IsActive = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,287 @@
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Specialized;
|
||||
using System.Globalization;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Pump : Powered, IServerSerializable, IClientSerializable
|
||||
{
|
||||
private float flowPercentage;
|
||||
private float maxFlow;
|
||||
|
||||
private float? targetLevel;
|
||||
|
||||
public Hull hull1;
|
||||
|
||||
private GUITickBox isActiveTickBox;
|
||||
|
||||
[HasDefaultValue(0.0f, true)]
|
||||
public float FlowPercentage
|
||||
{
|
||||
get { return flowPercentage; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(flowPercentage)) return;
|
||||
flowPercentage = MathHelper.Clamp(value,-100.0f,100.0f);
|
||||
flowPercentage = MathUtils.Round(flowPercentage, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(80.0f, false)]
|
||||
public float MaxFlow
|
||||
{
|
||||
get { return maxFlow; }
|
||||
set { maxFlow = value; }
|
||||
}
|
||||
|
||||
float currFlow;
|
||||
public float CurrFlow
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!IsActive) return 0.0f;
|
||||
return Math.Abs(currFlow);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool IsActive
|
||||
{
|
||||
get
|
||||
{
|
||||
return base.IsActive;
|
||||
}
|
||||
set
|
||||
{
|
||||
base.IsActive = value;
|
||||
|
||||
if (isActiveTickBox != null) isActiveTickBox.Selected = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Pump(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
GetHull();
|
||||
|
||||
isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Running", Alignment.TopLeft, GuiFrame);
|
||||
isActiveTickBox.OnSelected = (GUITickBox box) =>
|
||||
{
|
||||
targetLevel = null;
|
||||
IsActive = !IsActive;
|
||||
if (!IsActive) currPowerConsumption = 0.0f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
GameServer.Log(Character.Controlled + (IsActive ? " turned on " : " turned off ") + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
correctionTimer = CorrectionDelay;
|
||||
item.CreateClientEvent(this);
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
var button = new GUIButton(new Rectangle(160, 40, 35, 30), "OUT", "", GuiFrame);
|
||||
button.OnClicked = (GUIButton btn, object obj) =>
|
||||
{
|
||||
FlowPercentage -= 10.0f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
GameServer.Log(Character.Controlled + " set the pumping speed of " + item.Name + " to " + (int)(flowPercentage) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
correctionTimer = CorrectionDelay;
|
||||
item.CreateClientEvent(this);
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(210, 40, 35, 30), "IN", "", GuiFrame);
|
||||
button.OnClicked = (GUIButton btn, object obj) =>
|
||||
{
|
||||
FlowPercentage += 10.0f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
GameServer.Log(Character.Controlled + " set the pumping speed of " + item.Name + " to " + (int)(flowPercentage) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
correctionTimer = CorrectionDelay;
|
||||
item.CreateClientEvent(this);
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
}
|
||||
|
||||
public override void Move(Vector2 amount)
|
||||
{
|
||||
base.Move(amount);
|
||||
|
||||
GetHull();
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
GetHull();
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
currFlow = 0.0f;
|
||||
|
||||
if (targetLevel != null)
|
||||
{
|
||||
float hullPercentage = 0.0f;
|
||||
if (hull1 != null) hullPercentage = (hull1.Volume / hull1.FullVolume) * 100.0f;
|
||||
FlowPercentage = ((float)targetLevel - hullPercentage) * 10.0f;
|
||||
}
|
||||
|
||||
currPowerConsumption = powerConsumption * Math.Abs(flowPercentage / 100.0f);
|
||||
|
||||
if (voltage < minVoltage) return;
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
|
||||
if (hull1 == null) return;
|
||||
|
||||
float powerFactor = (currPowerConsumption==0.0f) ? 1.0f : voltage;
|
||||
//flowPercentage = maxFlow * powerFactor;
|
||||
|
||||
currFlow = (flowPercentage / 100.0f) * maxFlow * powerFactor;
|
||||
|
||||
hull1.Volume += currFlow;
|
||||
if (hull1.Volume > hull1.FullVolume) hull1.Pressure += 0.5f;
|
||||
|
||||
//if (hull2 != null)
|
||||
//{
|
||||
// hull2.Volume -= currFlow;
|
||||
// if (hull2.Volume > hull1.FullVolume) hull2.Pressure += 0.5f;
|
||||
//}
|
||||
|
||||
voltage = 0.0f;
|
||||
}
|
||||
|
||||
private void GetHull()
|
||||
{
|
||||
hull1 = Hull.FindHull(item.WorldPosition, item.CurrentHull);
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Pumping speed: " + (int)flowPercentage + " %", new Vector2(x + 40, y + 85), Color.White);
|
||||
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
|
||||
{
|
||||
base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power);
|
||||
|
||||
if (connection.Name == "toggle")
|
||||
{
|
||||
IsActive = !IsActive;
|
||||
}
|
||||
else if (connection.Name == "set_active")
|
||||
{
|
||||
IsActive = (signal != "0");
|
||||
}
|
||||
else if (connection.Name == "set_speed")
|
||||
{
|
||||
float tempSpeed;
|
||||
if (float.TryParse(signal, NumberStyles.Any, CultureInfo.InvariantCulture, out tempSpeed))
|
||||
{
|
||||
flowPercentage = MathHelper.Clamp(tempSpeed, -100.0f, 100.0f);
|
||||
}
|
||||
}
|
||||
else if (connection.Name == "set_targetlevel")
|
||||
{
|
||||
float tempTarget;
|
||||
if (float.TryParse(signal, NumberStyles.Any, CultureInfo.InvariantCulture, out tempTarget))
|
||||
{
|
||||
targetLevel = MathHelper.Clamp((tempTarget+100.0f)/2.0f, 0.0f, 100.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (!IsActive) currPowerConsumption = 0.0f;
|
||||
}
|
||||
|
||||
public void ClientWrite(Lidgren.Network.NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
//flowpercentage can only be adjusted at 10% intervals -> no need for more accuracy than this
|
||||
msg.WriteRangedInteger(-10, 10, (int)(flowPercentage / 10.0f));
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, Lidgren.Network.NetBuffer msg, Client c)
|
||||
{
|
||||
float newFlowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
|
||||
bool newIsActive = msg.ReadBoolean();
|
||||
|
||||
if (item.CanClientAccess(c))
|
||||
{
|
||||
if (newFlowPercentage != FlowPercentage)
|
||||
{
|
||||
GameServer.Log(c.Character + " set the pumping speed of " + item.Name + " to " + (int)(newFlowPercentage) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
if (newIsActive != IsActive)
|
||||
{
|
||||
GameServer.Log(c.Character + (newIsActive ? " turned on " : " turned off ") + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
FlowPercentage = newFlowPercentage;
|
||||
IsActive = newIsActive;
|
||||
}
|
||||
|
||||
//notify all clients of the changed state
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
|
||||
public void ServerWrite(Lidgren.Network.NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
//flowpercentage can only be adjusted at 10% intervals -> no need for more accuracy than this
|
||||
msg.WriteRangedInteger(-10, 10, (int)(flowPercentage / 10.0f));
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (correctionTimer > 0.0f)
|
||||
{
|
||||
StartDelayedCorrection(type, msg.ExtractBits(5 + 1), sendingTime);
|
||||
return;
|
||||
}
|
||||
|
||||
FlowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
|
||||
IsActive = msg.ReadBoolean();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,584 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Radar : Powered, IServerSerializable, IClientSerializable
|
||||
{
|
||||
private float range;
|
||||
|
||||
private float pingState;
|
||||
|
||||
private readonly Sprite pingCircle, screenOverlay;
|
||||
|
||||
private readonly Sprite radarBlip;
|
||||
|
||||
private GUITickBox isActiveTickBox;
|
||||
|
||||
private List<RadarBlip> radarBlips;
|
||||
private float prevPingRadius;
|
||||
|
||||
float prevPassivePingRadius;
|
||||
|
||||
private Vector2 center;
|
||||
private float displayRadius;
|
||||
private float displayScale;
|
||||
|
||||
private float displayBorderSize;
|
||||
|
||||
[HasDefaultValue(10000.0f, false)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
set { range = MathHelper.Clamp(value, 0.0f, 100000.0f); }
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool DetectSubmarineWalls
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public override bool IsActive
|
||||
{
|
||||
get
|
||||
{
|
||||
return base.IsActive;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
base.IsActive = value;
|
||||
if (isActiveTickBox != null) isActiveTickBox.Selected = value;
|
||||
}
|
||||
}
|
||||
|
||||
public Radar(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
radarBlips = new List<RadarBlip>();
|
||||
|
||||
displayBorderSize = ToolBox.GetAttributeFloat(element, "displaybordersize", 0.0f);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "pingcircle":
|
||||
pingCircle = new Sprite(subElement);
|
||||
break;
|
||||
case "screenoverlay":
|
||||
screenOverlay = new Sprite(subElement);
|
||||
break;
|
||||
case "blip":
|
||||
radarBlip = new Sprite(subElement);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
isActiveTickBox = new GUITickBox(new Rectangle(0, 0, 20, 20), "Active Sonar", Alignment.TopLeft, GuiFrame);
|
||||
isActiveTickBox.OnSelected = (GUITickBox box) =>
|
||||
{
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
correctionTimer = CorrectionDelay;
|
||||
}
|
||||
IsActive = box.Selected;
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
GuiFrame.CanBeFocused = false;
|
||||
|
||||
IsActive = false;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
currPowerConsumption = powerConsumption;
|
||||
|
||||
base.Update(deltaTime, cam);
|
||||
|
||||
if (voltage >= minVoltage || powerConsumption <= 0.0f)
|
||||
{
|
||||
pingState = pingState + deltaTime * 0.5f;
|
||||
if (pingState > 1.0f)
|
||||
{
|
||||
if (item.CurrentHull != null) item.CurrentHull.AiTarget.SoundRange = Math.Max(Range * pingState, item.CurrentHull.AiTarget.SoundRange);
|
||||
item.Use(deltaTime);
|
||||
pingState = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pingState = 0.0f;
|
||||
}
|
||||
|
||||
Voltage -= deltaTime;
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
return pingState > 1.0f;
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update((float)Timing.Step);
|
||||
|
||||
for (int i = radarBlips.Count - 1; i >= 0; i--)
|
||||
{
|
||||
radarBlips[i].FadeTimer -= (float)Timing.Step * 0.5f;
|
||||
if (radarBlips[i].FadeTimer <= 0.0f) radarBlips.RemoveAt(i);
|
||||
}
|
||||
|
||||
if (IsActive)
|
||||
{
|
||||
float pingRadius = displayRadius * pingState;
|
||||
Ping(item.WorldPosition, pingRadius, prevPingRadius, displayScale, range, 2.0f);
|
||||
prevPingRadius = pingRadius;
|
||||
}
|
||||
|
||||
float passivePingRadius = (float)Math.Sin(Timing.TotalTime * 10);
|
||||
if (passivePingRadius > 0.0f)
|
||||
{
|
||||
foreach (AITarget t in AITarget.List)
|
||||
{
|
||||
if (t.SoundRange <= 0.0f) continue;
|
||||
|
||||
if (Vector2.Distance(t.WorldPosition, item.WorldPosition) < t.SoundRange)
|
||||
{
|
||||
Ping(t.WorldPosition, t.SoundRange * passivePingRadius * 0.2f, t.SoundRange * prevPassivePingRadius * 0.2f, displayScale, t.SoundRange, 0.5f);
|
||||
|
||||
radarBlips.Add(new RadarBlip(t.WorldPosition, 1.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
prevPassivePingRadius = passivePingRadius;
|
||||
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
int radius = GuiFrame.Rect.Height / 2 - 10;
|
||||
DrawRadar(spriteBatch, new Rectangle((int)GuiFrame.Center.X - radius, (int)GuiFrame.Center.Y - radius, radius * 2, radius * 2));
|
||||
}
|
||||
|
||||
private void DrawRadar(SpriteBatch spriteBatch, Rectangle rect)
|
||||
{
|
||||
center = new Vector2(rect.X + rect.Width * 0.5f, rect.Center.Y);
|
||||
displayRadius = (rect.Width / 2.0f) * (1.0f - displayBorderSize);
|
||||
displayScale = displayRadius / range;
|
||||
|
||||
if (IsActive)
|
||||
{
|
||||
pingCircle.Draw(spriteBatch, center, Color.White * (1.0f - pingState), 0.0f, (displayRadius*2 / pingCircle.size.X) * pingState);
|
||||
}
|
||||
|
||||
if (item.Submarine != null && !DetectSubmarineWalls)
|
||||
{
|
||||
float simScale = displayScale * Physics.DisplayToSimRation;
|
||||
|
||||
foreach (Submarine submarine in Submarine.Loaded)
|
||||
{
|
||||
if (submarine != item.Submarine && !submarine.DockedTo.Contains(item.Submarine)) continue;
|
||||
|
||||
Vector2 offset = ConvertUnits.ToSimUnits(submarine.WorldPosition - item.WorldPosition);
|
||||
|
||||
for (int i = 0; i < submarine.HullVertices.Count; i++)
|
||||
{
|
||||
Vector2 start = (submarine.HullVertices[i] + offset) * simScale;
|
||||
start.Y = -start.Y;
|
||||
Vector2 end = (submarine.HullVertices[(i + 1) % submarine.HullVertices.Count] + offset) * simScale;
|
||||
end.Y = -end.Y;
|
||||
|
||||
GUI.DrawLine(spriteBatch, center + start, center + end, Color.LightBlue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (radarBlips.Count > 0)
|
||||
{
|
||||
spriteBatch.End();
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive);
|
||||
|
||||
foreach (RadarBlip radarBlip in radarBlips)
|
||||
{
|
||||
DrawBlip(spriteBatch, radarBlip, center, radarBlip.FadeTimer / 2.0f);
|
||||
}
|
||||
|
||||
spriteBatch.End();
|
||||
spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, GameMain.ScissorTestEnable);
|
||||
}
|
||||
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, rect.Location.ToVector2(), radarBlips.Count.ToString(), Color.White);
|
||||
}
|
||||
|
||||
if (screenOverlay != null)
|
||||
{
|
||||
screenOverlay.Draw(spriteBatch, center, 0.0f, rect.Width / screenOverlay.size.X);
|
||||
}
|
||||
|
||||
if (GameMain.GameSession == null) return;
|
||||
|
||||
DrawMarker(spriteBatch,
|
||||
GameMain.GameSession.StartLocation.Name,
|
||||
(Level.Loaded.StartPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.5f));
|
||||
|
||||
DrawMarker(spriteBatch,
|
||||
GameMain.GameSession.EndLocation.Name,
|
||||
(Level.Loaded.EndPosition - item.WorldPosition), displayScale, center, (rect.Width * 0.5f));
|
||||
|
||||
if (GameMain.GameSession.Mission != null)
|
||||
{
|
||||
var mission = GameMain.GameSession.Mission;
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(mission.RadarLabel) && mission.RadarPosition != Vector2.Zero)
|
||||
{
|
||||
DrawMarker(spriteBatch,
|
||||
mission.RadarLabel,
|
||||
mission.RadarPosition - item.WorldPosition, displayScale, center, (rect.Width * 0.55f));
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
if (!sub.OnRadar) continue;
|
||||
if (item.Submarine == sub || sub.DockedTo.Contains(item.Submarine)) continue;
|
||||
if (sub.WorldPosition.Y > Level.Loaded.Size.Y) continue;
|
||||
|
||||
DrawMarker(spriteBatch, sub.Name, sub.WorldPosition - item.WorldPosition, displayScale, center, (rect.Width * 0.45f));
|
||||
}
|
||||
|
||||
if (!GameMain.DebugDraw) return;
|
||||
|
||||
var steering = item.GetComponent<Steering>();
|
||||
if (steering == null || steering.SteeringPath == null) return;
|
||||
|
||||
Vector2 prevPos = Vector2.Zero;
|
||||
|
||||
foreach (WayPoint wp in steering.SteeringPath.Nodes)
|
||||
{
|
||||
Vector2 pos = (wp.Position - item.WorldPosition) * displayScale;
|
||||
if (pos.Length() > displayRadius) continue;
|
||||
|
||||
pos.Y = -pos.Y;
|
||||
pos += center;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 3 / 2, (int)pos.Y - 3, 6, 6), (steering.SteeringPath.CurrentNode == wp) ? Color.LightGreen : Color.Green, false);
|
||||
|
||||
if (prevPos != Vector2.Zero)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, pos, prevPos, Color.Green);
|
||||
}
|
||||
|
||||
prevPos = pos;
|
||||
}
|
||||
}
|
||||
|
||||
private void Ping(Vector2 pingSource, float pingRadius, float prevPingRadius, float displayScale, float range, float pingStrength = 1.0f)
|
||||
{
|
||||
foreach (Submarine submarine in Submarine.Loaded)
|
||||
{
|
||||
if (item.Submarine == submarine && !DetectSubmarineWalls) continue;
|
||||
if (item.Submarine != null && item.Submarine.DockedTo.Contains(submarine)) continue;
|
||||
if (submarine.HullVertices == null) continue;
|
||||
|
||||
for (int i = 0; i < submarine.HullVertices.Count; i++)
|
||||
{
|
||||
Vector2 start = ConvertUnits.ToDisplayUnits(submarine.HullVertices[i]);
|
||||
Vector2 end = ConvertUnits.ToDisplayUnits(submarine.HullVertices[(i + 1) % submarine.HullVertices.Count]);
|
||||
|
||||
if (item.Submarine == submarine)
|
||||
{
|
||||
start += Rand.Vector(500.0f);
|
||||
end += Rand.Vector(500.0f);
|
||||
}
|
||||
|
||||
CreateBlipsForLine(
|
||||
start + submarine.WorldPosition,
|
||||
end + submarine.WorldPosition,
|
||||
pingRadius, prevPingRadius,
|
||||
200.0f, 2.0f, range, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (Level.Loaded != null && (item.CurrentHull == null || !DetectSubmarineWalls))
|
||||
{
|
||||
if (Level.Loaded.Size.Y - pingSource.Y < range)
|
||||
{
|
||||
CreateBlipsForLine(
|
||||
new Vector2(pingSource.X - range, Level.Loaded.Size.Y),
|
||||
new Vector2(pingSource.X + range, Level.Loaded.Size.Y),
|
||||
pingRadius, prevPingRadius,
|
||||
250.0f, 150.0f, range, pingStrength);
|
||||
}
|
||||
|
||||
List<VoronoiCell> cells = Level.Loaded.GetCells(pingSource, 7);
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
if (!edge.isSolid) continue;
|
||||
float cellDot = Vector2.Dot(cell.Center - pingSource, (edge.Center + cell.Translation) - cell.Center);
|
||||
if (cellDot > 0) continue;
|
||||
|
||||
float facingDot = Vector2.Dot(
|
||||
Vector2.Normalize(edge.point1 - edge.point2),
|
||||
Vector2.Normalize(cell.Center - pingSource));
|
||||
|
||||
CreateBlipsForLine(
|
||||
edge.point1 + cell.Translation,
|
||||
edge.point2 + cell.Translation,
|
||||
pingRadius, prevPingRadius,
|
||||
350.0f, 3.0f * (Math.Abs(facingDot) + 1.0f), range, pingStrength);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
|
||||
{
|
||||
if (!MathUtils.CircleIntersectsRectangle(pingSource, range, ruin.Area)) continue;
|
||||
|
||||
foreach (var ruinShape in ruin.RuinShapes)
|
||||
{
|
||||
foreach (RuinGeneration.Line wall in ruinShape.Walls)
|
||||
{
|
||||
float cellDot = Vector2.Dot(
|
||||
Vector2.Normalize(ruinShape.Center - pingSource),
|
||||
Vector2.Normalize((wall.A + wall.B) / 2.0f - ruinShape.Center));
|
||||
if (cellDot > 0) continue;
|
||||
|
||||
CreateBlipsForLine(
|
||||
wall.A, wall.B,
|
||||
pingRadius, prevPingRadius,
|
||||
100.0f, 1000.0f, range, pingStrength);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (c.AnimController.CurrentHull != null || !c.Enabled) continue;
|
||||
if (DetectSubmarineWalls && c.AnimController.CurrentHull == null && item.CurrentHull != null) continue;
|
||||
|
||||
foreach (Limb limb in c.AnimController.Limbs)
|
||||
{
|
||||
float pointDist = (limb.WorldPosition - pingSource).Length() * displayScale;
|
||||
|
||||
if (limb.SimPosition == Vector2.Zero || pointDist > displayRadius) continue;
|
||||
|
||||
if (pointDist > prevPingRadius && pointDist < pingRadius)
|
||||
{
|
||||
for (int i = 0; i <= limb.Mass / 100.0f; i++)
|
||||
{
|
||||
var blip = new RadarBlip(limb.WorldPosition + Rand.Vector(limb.Mass / 10.0f), MathHelper.Clamp(limb.Mass, 0.1f, pingStrength));
|
||||
radarBlips.Add(blip);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateBlipsForLine(Vector2 point1, Vector2 point2, float pingRadius, float prevPingRadius,
|
||||
float lineStep, float zStep, float range, float pingStrength)
|
||||
{
|
||||
float length = (point1 - point2).Length();
|
||||
|
||||
Vector2 lineDir = (point2 - point1) / length;
|
||||
|
||||
range *= displayScale;
|
||||
|
||||
for (float x = 0; x < length; x += lineStep*Rand.Range(0.8f,1.2f))
|
||||
{
|
||||
Vector2 point = point1 + lineDir * x;
|
||||
//point += cell.Translation;
|
||||
|
||||
float pointDist = Vector2.Distance(item.WorldPosition, point) * displayScale;
|
||||
|
||||
if (pointDist > displayRadius) continue;
|
||||
if (pointDist < prevPingRadius || pointDist > pingRadius) continue;
|
||||
|
||||
float alpha = pingStrength * Rand.Range(1.5f, 2.0f);
|
||||
for (float z = 0; z < displayRadius - pointDist * displayScale; z += zStep)
|
||||
{
|
||||
Vector2 pos = point + Rand.Vector(150.0f) + Vector2.Normalize(point - item.WorldPosition) * z / displayScale;
|
||||
float fadeTimer = alpha * (1.0f - pointDist / range);
|
||||
|
||||
int minDist = 200;
|
||||
radarBlips.RemoveAll(b => b.FadeTimer < fadeTimer && Math.Abs(pos.X - b.Position.X) < minDist && Math.Abs(pos.Y - b.Position.Y) < minDist);
|
||||
|
||||
var blip = new RadarBlip(pos, fadeTimer);
|
||||
|
||||
radarBlips.Add(blip);
|
||||
zStep += 0.5f;
|
||||
|
||||
if (z == 0)
|
||||
{
|
||||
alpha = Math.Min(alpha - 0.5f, 1.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
alpha -= 0.1f;
|
||||
}
|
||||
|
||||
if (alpha < 0) break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawBlip(SpriteBatch spriteBatch, RadarBlip blip, Vector2 center, float strength)
|
||||
{
|
||||
strength = MathHelper.Clamp(strength, 0.0f, 1.0f);
|
||||
|
||||
Color[] colors = new Color[] {
|
||||
Color.TransparentBlack,
|
||||
new Color(0, 50, 160),
|
||||
new Color(0, 133, 166),
|
||||
new Color(2, 159, 30),
|
||||
new Color(255, 255, 255) };
|
||||
|
||||
float scaledT = strength * (colors.Length - 1);
|
||||
Color color = Color.Lerp(colors[(int)scaledT], colors[(int)Math.Min(scaledT+1, colors.Length-1)], (scaledT - (int)scaledT));
|
||||
|
||||
Vector2 pos = (blip.Position - item.WorldPosition) * displayScale;
|
||||
pos.Y = -pos.Y;
|
||||
|
||||
if (pos.Length() > displayRadius)
|
||||
{
|
||||
blip.FadeTimer = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
float posDist = pos.Length();
|
||||
Vector2 dir = pos / posDist;
|
||||
float distFactor = (posDist / displayRadius);
|
||||
|
||||
Vector2 normal = new Vector2(dir.Y, -dir.X);
|
||||
|
||||
float scale = (strength + 3.0f) * Math.Max(distFactor * 3.0f, 1.0f);
|
||||
|
||||
if (radarBlip == null)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, center + pos, Vector2.One * 4, Color.Magenta, true);
|
||||
return;
|
||||
}
|
||||
|
||||
radarBlip.Draw(spriteBatch, center + pos, color, radarBlip.Origin, MathUtils.VectorToAngle(pos),
|
||||
new Vector2(scale * 0.3f, scale) * 0.04f, SpriteEffects.None, 0);
|
||||
|
||||
pos += Rand.Range(0.0f, 1.0f) * dir + Rand.Range(-scale, scale) * normal;
|
||||
|
||||
radarBlip.Draw(spriteBatch, center + pos, color * 0.5f, radarBlip.Origin, MathUtils.VectorToAngle(pos),
|
||||
new Vector2(scale * 0.3f, scale) * 0.08f, SpriteEffects.None, 0);
|
||||
}
|
||||
|
||||
private void DrawMarker(SpriteBatch spriteBatch, string label, Vector2 position, float scale, Vector2 center, float radius)
|
||||
{
|
||||
//position += Level.Loaded.Position;
|
||||
|
||||
float dist = position.Length();
|
||||
|
||||
position *= scale;
|
||||
position.Y = -position.Y;
|
||||
|
||||
float textAlpha = MathHelper.Clamp(1.5f - dist / 50000.0f, 0.5f, 1.0f);
|
||||
|
||||
Vector2 dir = Vector2.Normalize(position);
|
||||
|
||||
Vector2 markerPos = (dist*scale>radius) ? dir * radius : position;
|
||||
markerPos += center;
|
||||
|
||||
markerPos.X = (int)markerPos.X;
|
||||
markerPos.Y = (int)markerPos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)markerPos.X, (int)markerPos.Y, 5, 5), Color.LightBlue);
|
||||
|
||||
if (dir.X < 0.0f) markerPos.X -= GUI.SmallFont.MeasureString(label).X+10;
|
||||
|
||||
string wrappedLabel = ToolBox.WrapText(label, 150, GUI.SmallFont);
|
||||
|
||||
wrappedLabel += "\n"+((int)(dist * Physics.DisplayToRealWorldRatio) + " m");
|
||||
|
||||
GUI.DrawString(spriteBatch,
|
||||
new Vector2(markerPos.X + 10, markerPos.Y),
|
||||
wrappedLabel,
|
||||
Color.LightBlue * textAlpha, Color.Black * textAlpha * 0.5f,
|
||||
2, GUI.SmallFont);
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
if (pingCircle!=null) pingCircle.Remove();
|
||||
if (screenOverlay != null) screenOverlay.Remove();
|
||||
}
|
||||
|
||||
public void ClientWrite(Lidgren.Network.NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c)
|
||||
{
|
||||
bool isActive = msg.ReadBoolean();
|
||||
|
||||
if (!item.CanClientAccess(c)) return;
|
||||
|
||||
IsActive = isActive;
|
||||
isActiveTickBox.Selected = IsActive;
|
||||
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
|
||||
public void ServerWrite(Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (correctionTimer > 0.0f)
|
||||
{
|
||||
StartDelayedCorrection(type, msg.ExtractBits(1), sendingTime);
|
||||
return;
|
||||
}
|
||||
|
||||
IsActive = msg.ReadBoolean();
|
||||
isActiveTickBox.Selected = IsActive;
|
||||
}
|
||||
}
|
||||
|
||||
class RadarBlip
|
||||
{
|
||||
public float FadeTimer;
|
||||
public Vector2 Position;
|
||||
|
||||
public RadarBlip(Vector2 pos, float fadeTimer)
|
||||
{
|
||||
Position = pos;
|
||||
FadeTimer = Math.Max(fadeTimer, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,666 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Networking;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Reactor : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
|
||||
{
|
||||
const float NetworkUpdateInterval = 0.5f;
|
||||
|
||||
//the rate at which the reactor is being run un
|
||||
//higher rates generate more power (and heat)
|
||||
private float fissionRate;
|
||||
|
||||
//the rate at which the heat is being dissipated
|
||||
private float coolingRate;
|
||||
|
||||
private float temperature;
|
||||
|
||||
//is automatic temperature control on
|
||||
//(adjusts the cooling rate automatically to keep the
|
||||
//amount of power generated balanced with the load)
|
||||
private bool autoTemp;
|
||||
|
||||
//the temperature after which fissionrate is automatically
|
||||
//turned down and cooling increased
|
||||
private float shutDownTemp;
|
||||
|
||||
private float fireTemp, meltDownTemp;
|
||||
|
||||
//how much power is provided to the grid per 1 temperature unit
|
||||
private float powerPerTemp;
|
||||
|
||||
private int graphSize = 25;
|
||||
|
||||
private float graphTimer;
|
||||
|
||||
private int updateGraphInterval = 500;
|
||||
|
||||
private float[] fissionRateGraph;
|
||||
private float[] coolingRateGraph;
|
||||
private float[] tempGraph;
|
||||
private float[] loadGraph;
|
||||
|
||||
private float load;
|
||||
|
||||
private PropertyTask powerUpTask;
|
||||
|
||||
private GUITickBox autoTempTickBox;
|
||||
|
||||
private bool unsentChanges;
|
||||
private float sendUpdateTimer;
|
||||
|
||||
private Character lastUser;
|
||||
private float? nextServerLogWriteTime;
|
||||
private float lastServerLogWriteTime;
|
||||
|
||||
[Editable, HasDefaultValue(9500.0f, true)]
|
||||
public float MeltDownTemp
|
||||
{
|
||||
get { return meltDownTemp; }
|
||||
set
|
||||
{
|
||||
meltDownTemp = Math.Max(0.0f, value);
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(9000.0f, true)]
|
||||
public float FireTemp
|
||||
{
|
||||
get { return fireTemp; }
|
||||
set
|
||||
{
|
||||
fireTemp = Math.Max(0.0f, value);
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(1.0f, true)]
|
||||
public float PowerPerTemp
|
||||
{
|
||||
get { return powerPerTemp; }
|
||||
set
|
||||
{
|
||||
powerPerTemp = Math.Max(0.0f, value);
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, true)]
|
||||
public float FissionRate
|
||||
{
|
||||
get { return fissionRate; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
fissionRate = MathHelper.Clamp(value, 0.0f, 100.0f);
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, true)]
|
||||
public float CoolingRate
|
||||
{
|
||||
get { return coolingRate; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
coolingRate = MathHelper.Clamp(value, 0.0f, 100.0f);
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, true)]
|
||||
public float Temperature
|
||||
{
|
||||
get { return temperature; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
temperature = MathHelper.Clamp(value, 0.0f, 10000.0f);
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsRunning()
|
||||
{
|
||||
return (temperature > 0.0f);
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, true)]
|
||||
public bool AutoTemp
|
||||
{
|
||||
get { return autoTemp; }
|
||||
set
|
||||
{
|
||||
autoTemp = value;
|
||||
if (autoTempTickBox!=null) autoTempTickBox.Selected = value;
|
||||
}
|
||||
}
|
||||
|
||||
public float ExtraCooling { get; set; }
|
||||
|
||||
public float AvailableFuel { get; set; }
|
||||
|
||||
[HasDefaultValue(500.0f, true)]
|
||||
public float ShutDownTemp
|
||||
{
|
||||
get { return shutDownTemp; }
|
||||
set { shutDownTemp = MathHelper.Clamp(value, 0.0f, 10000.0f); }
|
||||
}
|
||||
|
||||
public Reactor(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
fissionRateGraph = new float[graphSize];
|
||||
coolingRateGraph = new float[graphSize];
|
||||
tempGraph = new float[graphSize];
|
||||
loadGraph = new float[graphSize];
|
||||
|
||||
shutDownTemp = 500.0f;
|
||||
|
||||
powerPerTemp = 1.0f;
|
||||
|
||||
IsActive = true;
|
||||
|
||||
var button = new GUIButton(new Rectangle(410, 70, 40, 40), "-", "", GuiFrame);
|
||||
button.OnPressed = () =>
|
||||
{
|
||||
lastUser = Character.Controlled;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
unsentChanges = true;
|
||||
ShutDownTemp -= 100.0f;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(460, 70, 40,40), "+", "", GuiFrame);
|
||||
button.OnPressed = () =>
|
||||
{
|
||||
lastUser = Character.Controlled;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
unsentChanges = true;
|
||||
ShutDownTemp += 100.0f;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
autoTempTickBox = new GUITickBox(new Rectangle(410, 170, 20, 20), "Automatic temperature control", Alignment.TopLeft, GuiFrame);
|
||||
autoTempTickBox.OnSelected = ToggleAutoTemp;
|
||||
|
||||
button = new GUIButton(new Rectangle(210, 290, 40, 40), "+", "", GuiFrame);
|
||||
button.OnPressed = () =>
|
||||
{
|
||||
lastUser = Character.Controlled;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
unsentChanges = true;
|
||||
FissionRate += 1.0f;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(210, 340, 40, 40), "-", "", GuiFrame);
|
||||
button.OnPressed = () =>
|
||||
{
|
||||
lastUser = Character.Controlled;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
unsentChanges = true;
|
||||
FissionRate -= 1.0f;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(500, 290, 40, 40), "+", "", GuiFrame);
|
||||
button.OnPressed = () =>
|
||||
{
|
||||
lastUser = Character.Controlled;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
unsentChanges = true;
|
||||
CoolingRate += 1.0f;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(500, 340, 40, 40), "-", "", GuiFrame);
|
||||
button.OnPressed = () =>
|
||||
{
|
||||
lastUser = Character.Controlled;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
unsentChanges = true;
|
||||
CoolingRate -= 1.0f;
|
||||
|
||||
return false;
|
||||
};
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (GameMain.Server != null && nextServerLogWriteTime != null)
|
||||
{
|
||||
if (Timing.TotalTime >= (float)nextServerLogWriteTime)
|
||||
{
|
||||
GameServer.Log(lastUser + " adjusted reactor settings: " +
|
||||
"Temperature: " + (int)temperature +
|
||||
", Fission rate: " + (int)fissionRate +
|
||||
", Cooling rate: " + (int)coolingRate +
|
||||
", Cooling rate: " + coolingRate +
|
||||
", Shutdown temp: " + shutDownTemp +
|
||||
(autoTemp ? ", Autotemp ON" : ", Autotemp OFF"),
|
||||
ServerLog.MessageType.ItemInteraction);
|
||||
|
||||
nextServerLogWriteTime = null;
|
||||
lastServerLogWriteTime = (float)Timing.TotalTime;
|
||||
}
|
||||
}
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
|
||||
fissionRate = Math.Min(fissionRate, AvailableFuel);
|
||||
|
||||
float heat = 80 * fissionRate * (AvailableFuel/2000.0f);
|
||||
float heatDissipation = 50 * coolingRate + Math.Max(ExtraCooling, 5.0f);
|
||||
|
||||
float deltaTemp = (((heat - heatDissipation) * 5) - temperature) / 10000.0f;
|
||||
Temperature = temperature + deltaTemp;
|
||||
|
||||
if (temperature>fireTemp && temperature-deltaTemp<fireTemp)
|
||||
{
|
||||
Vector2 baseVel = Rand.Vector(300.0f);
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
var particle = GameMain.ParticleManager.CreateParticle("spark", item.WorldPosition,
|
||||
baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
|
||||
|
||||
if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
|
||||
}
|
||||
|
||||
new FireSource(item.WorldPosition);
|
||||
}
|
||||
|
||||
if (temperature > meltDownTemp)
|
||||
{
|
||||
MeltDown();
|
||||
return;
|
||||
}
|
||||
else if (temperature == 0.0f)
|
||||
{
|
||||
if (powerUpTask == null || powerUpTask.IsFinished)
|
||||
{
|
||||
powerUpTask = new PropertyTask(item, IsRunning, 50.0f, "Power up the reactor");
|
||||
}
|
||||
}
|
||||
|
||||
load = 0.0f;
|
||||
|
||||
List<Connection> connections = item.Connections;
|
||||
if (connections != null && connections.Count > 0)
|
||||
{
|
||||
foreach (Connection connection in connections)
|
||||
{
|
||||
if (!connection.IsPower) continue;
|
||||
foreach (Connection recipient in connection.Recipients)
|
||||
{
|
||||
Item it = recipient.Item as Item;
|
||||
if (it == null) continue;
|
||||
|
||||
PowerTransfer pt = it.GetComponent<PowerTransfer>();
|
||||
if (pt == null) continue;
|
||||
|
||||
load = Math.Max(load,pt.PowerLoad);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//item.Condition -= temperature * deltaTime * 0.00005f;
|
||||
|
||||
if (temperature > shutDownTemp)
|
||||
{
|
||||
CoolingRate += 0.5f;
|
||||
FissionRate -= 0.5f;
|
||||
}
|
||||
else if (autoTemp)
|
||||
{
|
||||
//take deltaTemp into account to slow down the change in temperature when getting closer to the desired value
|
||||
float target = temperature + deltaTemp * 100.0f;
|
||||
|
||||
//-1.0f in order to gradually turn down both rates when the target temperature is reached
|
||||
FissionRate += (MathHelper.Clamp(load - target, -10.0f, 10.0f) - 1.0f) * deltaTime;
|
||||
CoolingRate += (MathHelper.Clamp(target - load, -5.0f, 5.0f) - 1.0f) * deltaTime;
|
||||
}
|
||||
|
||||
//the power generated by the reactor is equal to the temperature
|
||||
currPowerConsumption = -temperature*powerPerTemp;
|
||||
|
||||
if (item.CurrentHull != null)
|
||||
{
|
||||
//the sound can be heard from 20 000 display units away when running at full power
|
||||
item.CurrentHull.SoundRange = Math.Max(temperature * 2, item.CurrentHull.AiTarget.SoundRange);
|
||||
}
|
||||
|
||||
UpdateGraph(deltaTime);
|
||||
|
||||
ExtraCooling = 0.0f;
|
||||
AvailableFuel = 0.0f;
|
||||
|
||||
item.SendSignal(0, ((int)temperature).ToString(), "temperature_out", null);
|
||||
|
||||
sendUpdateTimer = Math.Max(sendUpdateTimer - deltaTime, 0.0f);
|
||||
|
||||
if (unsentChanges && sendUpdateTimer<= 0.0f)
|
||||
{
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
}
|
||||
|
||||
sendUpdateTimer = NetworkUpdateInterval;
|
||||
unsentChanges = false;
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
base.UpdateBroken(deltaTime, cam);
|
||||
|
||||
Temperature -= deltaTime * 1000.0f;
|
||||
FissionRate -= deltaTime * 10.0f;
|
||||
CoolingRate -= deltaTime * 10.0f;
|
||||
|
||||
currPowerConsumption = -temperature;
|
||||
|
||||
UpdateGraph(deltaTime);
|
||||
|
||||
ExtraCooling = 0.0f;
|
||||
}
|
||||
|
||||
private void UpdateGraph(float deltaTime)
|
||||
{
|
||||
graphTimer += deltaTime * 1000.0f;
|
||||
|
||||
if (graphTimer > updateGraphInterval)
|
||||
{
|
||||
UpdateGraph(fissionRateGraph, fissionRate);
|
||||
UpdateGraph(coolingRateGraph, coolingRate);
|
||||
UpdateGraph(tempGraph, temperature);
|
||||
|
||||
UpdateGraph(loadGraph, load);
|
||||
|
||||
graphTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
private void MeltDown()
|
||||
{
|
||||
if (item.Condition <= 0.0f) return;
|
||||
|
||||
GameServer.Log("Reactor meltdown!", ServerLog.MessageType.ItemInteraction);
|
||||
|
||||
new RepairTask(item, 60.0f, "Reactor meltdown!");
|
||||
item.Condition = 0.0f;
|
||||
|
||||
var containedItems = item.ContainedItems;
|
||||
if (containedItems == null) return;
|
||||
|
||||
foreach (Item containedItem in item.ContainedItems)
|
||||
{
|
||||
if (containedItem == null) continue;
|
||||
containedItem.Condition = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
return picker != null;
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(item.Rect.X + item.Rect.Width / 2 - 6, -item.Rect.Y + 29),
|
||||
new Vector2(12, 42), Color.Black);
|
||||
|
||||
if (temperature > 0)
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(item.Rect.X + item.Rect.Width / 2 - 5, -item.Rect.Y + 30 + (40.0f * (1.0f - temperature / 10000.0f))),
|
||||
new Vector2(10, 40 * (temperature / 10000.0f)), new Color(temperature / 10000.0f, 1.0f - (temperature / 10000.0f), 0.0f, 1.0f), true);
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
switch (objective.Option.ToLowerInvariant())
|
||||
{
|
||||
case "power up":
|
||||
float tempDiff = load - temperature;
|
||||
|
||||
shutDownTemp = Math.Min(load + 1000.0f, 7500.0f);
|
||||
|
||||
//temperature too high/low
|
||||
if (Math.Abs(tempDiff)>500.0f)
|
||||
{
|
||||
AutoTemp = false;
|
||||
FissionRate += deltaTime * 100.0f * Math.Sign(tempDiff);
|
||||
CoolingRate -= deltaTime * 100.0f * Math.Sign(tempDiff);
|
||||
}
|
||||
//temperature OK
|
||||
else
|
||||
{
|
||||
AutoTemp = true;
|
||||
}
|
||||
|
||||
break;
|
||||
case "shutdown":
|
||||
|
||||
shutDownTemp = 0.0f;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
IsActive = true;
|
||||
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
float xOffset = graphTimer / updateGraphInterval;
|
||||
|
||||
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Output: " + (int)temperature + " kW",
|
||||
new Vector2(x + 450, y + 30), Color.Red);
|
||||
GUI.Font.DrawString(spriteBatch, "Grid load: " + (int)load + " kW",
|
||||
new Vector2(x + 600, y + 30), Color.Yellow);
|
||||
|
||||
float maxLoad = 0.0f;
|
||||
foreach (float loadVal in loadGraph)
|
||||
{
|
||||
maxLoad = Math.Max(maxLoad, loadVal);
|
||||
}
|
||||
|
||||
DrawGraph(tempGraph, spriteBatch,
|
||||
new Rectangle(x + 30, y + 30, 400, 250), Math.Max(10000.0f, maxLoad), xOffset, Color.Red);
|
||||
|
||||
DrawGraph(loadGraph, spriteBatch,
|
||||
new Rectangle(x + 30, y + 30, 400, 250), Math.Max(10000.0f, maxLoad), xOffset, Color.Yellow);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Shutdown Temperature: " + (int)shutDownTemp, new Vector2(x + 450, y + 80), Color.White);
|
||||
|
||||
//GUI.Font.DrawString(spriteBatch, "Automatic Temperature Control: " + ((autoTemp) ? "ON" : "OFF"), new Vector2(x + 450, y + 180), Color.White);
|
||||
|
||||
y += 300;
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Fission rate: " + (int)fissionRate + " %", new Vector2(x + 30, y), Color.White);
|
||||
DrawGraph(fissionRateGraph, spriteBatch,
|
||||
new Rectangle(x + 30, y + 30, 200, 100), 100.0f, xOffset, Color.Orange);
|
||||
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Cooling rate: " + (int)coolingRate + " %", new Vector2(x + 320, y), Color.White);
|
||||
DrawGraph(coolingRateGraph, spriteBatch,
|
||||
new Rectangle(x + 320, y + 30, 200, 100), 100.0f, xOffset, Color.LightBlue);
|
||||
|
||||
|
||||
//y = y - 260;
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
private bool ToggleAutoTemp(GUITickBox tickBox)
|
||||
{
|
||||
unsentChanges = true;
|
||||
autoTemp = tickBox.Selected;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void UpdateGraph<T>(IList<T> graph, T newValue)
|
||||
{
|
||||
for (int i = graph.Count - 1; i > 0; i--)
|
||||
{
|
||||
graph[i] = graph[i - 1];
|
||||
}
|
||||
graph[0] = newValue;
|
||||
}
|
||||
|
||||
static void DrawGraph(IList<float> graph, SpriteBatch spriteBatch, Rectangle rect, float maxVal, float xOffset, Color color)
|
||||
{
|
||||
float lineWidth = (float)rect.Width / (float)(graph.Count - 2);
|
||||
float yScale = (float)rect.Height / maxVal;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, rect, Color.White);
|
||||
|
||||
Vector2 prevPoint = new Vector2(rect.Right, rect.Bottom - (graph[1] + (graph[0] - graph[1]) * xOffset) * yScale);
|
||||
|
||||
float currX = rect.Right - ((xOffset - 1.0f) * lineWidth);
|
||||
|
||||
for (int i = 1; i < graph.Count - 1; i++)
|
||||
{
|
||||
currX -= lineWidth;
|
||||
|
||||
Vector2 newPoint = new Vector2(currX, rect.Bottom - graph[i] * yScale);
|
||||
|
||||
GUI.DrawLine(spriteBatch, prevPoint, newPoint - new Vector2(1.0f, 0), color);
|
||||
|
||||
prevPoint = newPoint;
|
||||
}
|
||||
|
||||
Vector2 lastPoint = new Vector2(rect.X,
|
||||
rect.Bottom - (graph[graph.Count - 1] + (graph[graph.Count - 2] - graph[graph.Count - 1]) * xOffset) * yScale);
|
||||
|
||||
GUI.DrawLine(spriteBatch, prevPoint, lastPoint, color);
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "shutdown":
|
||||
if (shutDownTemp > 0.0f)
|
||||
{
|
||||
unsentChanges = true;
|
||||
shutDownTemp = 0.0f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
msg.Write(autoTemp);
|
||||
msg.WriteRangedSingle(shutDownTemp, 0.0f, 10000.0f, 15);
|
||||
|
||||
msg.WriteRangedSingle(coolingRate, 0.0f, 100.0f, 8);
|
||||
msg.WriteRangedSingle(fissionRate, 0.0f, 100.0f, 8);
|
||||
|
||||
correctionTimer = CorrectionDelay;
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
bool autoTemp = msg.ReadBoolean();
|
||||
float shutDownTemp = msg.ReadRangedSingle(0.0f, 10000.0f, 15);
|
||||
float coolingRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
float fissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
|
||||
if (!item.CanClientAccess(c)) return;
|
||||
|
||||
AutoTemp = autoTemp;
|
||||
ShutDownTemp = shutDownTemp;
|
||||
|
||||
CoolingRate = coolingRate;
|
||||
FissionRate = fissionRate;
|
||||
|
||||
lastUser = c.Character;
|
||||
if (nextServerLogWriteTime == null)
|
||||
{
|
||||
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
|
||||
}
|
||||
|
||||
//need to create a server event to notify all clients of the changed state
|
||||
unsentChanges = true;
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.WriteRangedSingle(temperature, 0.0f, 10000.0f, 16);
|
||||
|
||||
msg.Write(autoTemp);
|
||||
msg.WriteRangedSingle(shutDownTemp, 0.0f, 10000.0f, 15);
|
||||
|
||||
msg.WriteRangedSingle(coolingRate, 0.0f, 100.0f, 8);
|
||||
msg.WriteRangedSingle(fissionRate, 0.0f, 100.0f, 8);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (correctionTimer > 0.0f)
|
||||
{
|
||||
StartDelayedCorrection(type, msg.ExtractBits(16 + 1 + 15 + 8 + 8), sendingTime);
|
||||
return;
|
||||
}
|
||||
|
||||
Temperature = msg.ReadRangedSingle(0.0f, 10000.0f, 16);
|
||||
|
||||
AutoTemp = msg.ReadBoolean();
|
||||
ShutDownTemp = msg.ReadRangedSingle(0.0f, 10000.0f, 15);
|
||||
|
||||
CoolingRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
FissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,662 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Steering : Powered, IServerSerializable, IClientSerializable
|
||||
{
|
||||
private const float AutopilotRayCastInterval = 0.5f;
|
||||
|
||||
private Vector2 currVelocity;
|
||||
private Vector2 targetVelocity;
|
||||
|
||||
private GUITickBox autopilotTickBox, maintainPosTickBox;
|
||||
private GUITickBox levelEndTickBox, levelStartTickBox;
|
||||
|
||||
private bool autoPilot;
|
||||
|
||||
private Vector2? posToMaintain;
|
||||
|
||||
private SteeringPath steeringPath;
|
||||
|
||||
private PathFinder pathFinder;
|
||||
|
||||
private float networkUpdateTimer;
|
||||
private bool unsentChanges;
|
||||
|
||||
private float autopilotRayCastTimer;
|
||||
|
||||
private Vector2 avoidStrength;
|
||||
|
||||
private float neutralBallastLevel;
|
||||
|
||||
public bool AutoPilot
|
||||
{
|
||||
get { return autoPilot; }
|
||||
set
|
||||
{
|
||||
if (value == autoPilot) return;
|
||||
|
||||
autoPilot = value;
|
||||
autopilotTickBox.Selected = value;
|
||||
|
||||
maintainPosTickBox.Enabled = autoPilot;
|
||||
levelEndTickBox.Enabled = autoPilot;
|
||||
levelStartTickBox.Enabled = autoPilot;
|
||||
|
||||
if (autoPilot)
|
||||
{
|
||||
if (pathFinder == null) pathFinder = new PathFinder(WayPoint.WayPointList, false);
|
||||
ToggleMaintainPosition(maintainPosTickBox);
|
||||
}
|
||||
else
|
||||
{
|
||||
maintainPosTickBox.Selected = false;
|
||||
levelEndTickBox.Selected = false;
|
||||
levelStartTickBox.Selected = false;
|
||||
|
||||
posToMaintain = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool MaintainPos
|
||||
{
|
||||
get { return maintainPosTickBox.Selected; }
|
||||
set { maintainPosTickBox.Selected = value; }
|
||||
}
|
||||
|
||||
|
||||
[Editable, HasDefaultValue(0.5f, true)]
|
||||
public float NeutralBallastLevel
|
||||
{
|
||||
get { return neutralBallastLevel; }
|
||||
set
|
||||
{
|
||||
neutralBallastLevel = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 TargetVelocity
|
||||
{
|
||||
get { return targetVelocity;}
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
targetVelocity.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
|
||||
targetVelocity.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
|
||||
}
|
||||
}
|
||||
|
||||
public SteeringPath SteeringPath
|
||||
{
|
||||
get { return steeringPath; }
|
||||
}
|
||||
|
||||
public Steering(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
|
||||
autopilotTickBox = new GUITickBox(new Rectangle(0,25,20,20), "Autopilot", Alignment.TopLeft, GuiFrame);
|
||||
autopilotTickBox.OnSelected = (GUITickBox box) =>
|
||||
{
|
||||
AutoPilot = box.Selected;
|
||||
unsentChanges = true;
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
maintainPosTickBox = new GUITickBox(new Rectangle(5, 50, 15, 15), "Maintain position", Alignment.TopLeft, GUI.SmallFont, GuiFrame);
|
||||
maintainPosTickBox.Enabled = false;
|
||||
maintainPosTickBox.OnSelected = ToggleMaintainPosition;
|
||||
|
||||
levelStartTickBox = new GUITickBox(
|
||||
new Rectangle(5, 70, 15, 15),
|
||||
GameMain.GameSession == null ? "" : ToolBox.LimitString(GameMain.GameSession.StartLocation.Name, 20),
|
||||
Alignment.TopLeft, GUI.SmallFont, GuiFrame);
|
||||
levelStartTickBox.Enabled = false;
|
||||
levelStartTickBox.OnSelected = SelectDestination;
|
||||
|
||||
levelEndTickBox = new GUITickBox(
|
||||
new Rectangle(5, 90, 15, 15),
|
||||
GameMain.GameSession == null ? "" : ToolBox.LimitString(GameMain.GameSession.EndLocation.Name, 20),
|
||||
Alignment.TopLeft, GUI.SmallFont, GuiFrame);
|
||||
levelEndTickBox.Enabled = false;
|
||||
levelEndTickBox.OnSelected = SelectDestination;
|
||||
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (unsentChanges)
|
||||
{
|
||||
networkUpdateTimer -= deltaTime;
|
||||
if (networkUpdateTimer <= 0.0f)
|
||||
{
|
||||
if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
correctionTimer = CorrectionDelay;
|
||||
}
|
||||
else if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
|
||||
networkUpdateTimer = 0.5f;
|
||||
unsentChanges = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (voltage < minVoltage && powerConsumption > 0.0f) return;
|
||||
|
||||
if (autoPilot)
|
||||
{
|
||||
UpdateAutoPilot(deltaTime);
|
||||
}
|
||||
|
||||
item.SendSignal(0, targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out", null);
|
||||
|
||||
float targetLevel = -targetVelocity.Y;
|
||||
|
||||
targetLevel += (neutralBallastLevel - 0.5f) * 100.0f;
|
||||
|
||||
item.SendSignal(0, targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out", null);
|
||||
|
||||
|
||||
voltage -= deltaTime;
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
//if (voltage < minVoltage) return;
|
||||
|
||||
int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
if (voltage < minVoltage && powerConsumption > 0.0f) return;
|
||||
|
||||
Rectangle velRect = new Rectangle(x + 20, y + 20, width - 40, height - 40);
|
||||
//GUI.DrawRectangle(spriteBatch, velRect, Color.White, false);
|
||||
|
||||
if (item.Submarine != null && Level.Loaded != null)
|
||||
{
|
||||
Vector2 realWorldVelocity = ConvertUnits.ToDisplayUnits(item.Submarine.Velocity * Physics.DisplayToRealWorldRatio) * 3.6f;
|
||||
float realWorldDepth = Math.Abs(item.Submarine.Position.Y - Level.Loaded.Size.Y) * Physics.DisplayToRealWorldRatio;
|
||||
GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 65),
|
||||
"Velocity: " + (int)realWorldVelocity.X + " km/h", Color.LightGreen, null, 0, GUI.SmallFont);
|
||||
GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 50),
|
||||
"Descent velocity: " + -(int)realWorldVelocity.Y + " km/h", Color.LightGreen, null, 0, GUI.SmallFont);
|
||||
|
||||
GUI.DrawString(spriteBatch, new Vector2(x + 20, y + height - 30),
|
||||
"Depth: " + (int)realWorldDepth + " m", Color.LightGreen, null, 0, GUI.SmallFont);
|
||||
}
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(velRect.Center.X,velRect.Center.Y),
|
||||
new Vector2(velRect.Center.X + currVelocity.X, velRect.Center.Y - currVelocity.Y),
|
||||
Color.Gray);
|
||||
|
||||
Vector2 targetVelPos = new Vector2(velRect.Center.X + targetVelocity.X, velRect.Center.Y - targetVelocity.Y);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
new Vector2(velRect.Center.X, velRect.Center.Y),
|
||||
targetVelPos,
|
||||
Color.LightGray);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)targetVelPos.X - 5, (int)targetVelPos.Y - 5, 10, 10), Color.White);
|
||||
|
||||
if (Vector2.Distance(PlayerInput.MousePosition, new Vector2(velRect.Center.X, velRect.Center.Y)) < 200.0f)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)targetVelPos.X -10, (int)targetVelPos.Y - 10, 20, 20), Color.Red);
|
||||
}
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
|
||||
if (Vector2.Distance(PlayerInput.MousePosition, new Vector2(GuiFrame.Rect.Center.X, GuiFrame.Rect.Center.Y)) < 200.0f)
|
||||
{
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
TargetVelocity = PlayerInput.MousePosition - new Vector2(GuiFrame.Rect.Center.X, GuiFrame.Rect.Center.Y);
|
||||
targetVelocity.Y = -targetVelocity.Y;
|
||||
|
||||
unsentChanges = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateAutoPilot(float deltaTime)
|
||||
{
|
||||
if (posToMaintain != null)
|
||||
{
|
||||
SteerTowardsPosition((Vector2)posToMaintain);
|
||||
return;
|
||||
}
|
||||
|
||||
autopilotRayCastTimer -= deltaTime;
|
||||
|
||||
steeringPath.CheckProgress(ConvertUnits.ToSimUnits(item.Submarine.WorldPosition), 10.0f);
|
||||
|
||||
if (autopilotRayCastTimer <= 0.0f && steeringPath.NextNode != null)
|
||||
{
|
||||
Vector2 diff = Vector2.Normalize(ConvertUnits.ToSimUnits(steeringPath.NextNode.Position - item.Submarine.WorldPosition));
|
||||
|
||||
bool nextVisible = true;
|
||||
for (int x = -1; x < 2; x += 2)
|
||||
{
|
||||
for (int y = -1; y < 2; y += 2)
|
||||
{
|
||||
Vector2 cornerPos =
|
||||
new Vector2(item.Submarine.Borders.Width * x, item.Submarine.Borders.Height * y) / 2.0f;
|
||||
|
||||
cornerPos = ConvertUnits.ToSimUnits(cornerPos * 1.2f + item.Submarine.WorldPosition);
|
||||
|
||||
float dist = Vector2.Distance(cornerPos, steeringPath.NextNode.SimPosition);
|
||||
|
||||
if (Submarine.PickBody(cornerPos, cornerPos + diff * dist, null, Physics.CollisionLevel) == null) continue;
|
||||
|
||||
nextVisible = false;
|
||||
x = 2;
|
||||
y = 2;
|
||||
}
|
||||
}
|
||||
|
||||
if (nextVisible) steeringPath.SkipToNextNode();
|
||||
|
||||
autopilotRayCastTimer = AutopilotRayCastInterval;
|
||||
}
|
||||
|
||||
if (steeringPath.CurrentNode != null)
|
||||
{
|
||||
SteerTowardsPosition(steeringPath.CurrentNode.WorldPosition);
|
||||
}
|
||||
|
||||
float avoidRadius = Math.Max(item.Submarine.Borders.Width, item.Submarine.Borders.Height) * 2.0f;
|
||||
avoidRadius = Math.Max(avoidRadius, 2000.0f);
|
||||
|
||||
Vector2 newAvoidStrength = Vector2.Zero;
|
||||
|
||||
//steer away from nearby walls
|
||||
var closeCells = Level.Loaded.GetCells(item.Submarine.WorldPosition, 4);
|
||||
foreach (VoronoiCell cell in closeCells)
|
||||
{
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
var intersection = MathUtils.GetLineIntersection(edge.point1, edge.point2, item.Submarine.WorldPosition, cell.Center);
|
||||
if (intersection != null)
|
||||
{
|
||||
Vector2 diff = item.Submarine.WorldPosition - (Vector2)intersection;
|
||||
|
||||
//far enough -> ignore
|
||||
if (diff.Length() > avoidRadius) continue;
|
||||
|
||||
float dot = item.Submarine.Velocity == Vector2.Zero ?
|
||||
0.0f : Vector2.Dot(item.Submarine.Velocity, -Vector2.Normalize(diff));
|
||||
|
||||
//not heading towards the wall -> ignore
|
||||
if (dot < 0.5) continue;
|
||||
|
||||
Vector2 change = (Vector2.Normalize(diff) * Math.Max((avoidRadius - diff.Length()), 0.0f)) / avoidRadius;
|
||||
|
||||
newAvoidStrength += change * dot;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
avoidStrength = Vector2.Lerp(avoidStrength, newAvoidStrength, deltaTime * 10.0f);
|
||||
|
||||
targetVelocity += avoidStrength * 100.0f;
|
||||
|
||||
//steer away from other subs
|
||||
foreach (Submarine sub in Submarine.Loaded)
|
||||
{
|
||||
if (sub == item.Submarine) continue;
|
||||
if (item.Submarine.DockedTo.Contains(sub)) continue;
|
||||
|
||||
float thisSize = Math.Max(item.Submarine.Borders.Width, item.Submarine.Borders.Height);
|
||||
float otherSize = Math.Max(sub.Borders.Width, sub.Borders.Height);
|
||||
|
||||
Vector2 diff = item.Submarine.WorldPosition - sub.WorldPosition;
|
||||
|
||||
float dist = diff == Vector2.Zero ? 0.0f : diff.Length();
|
||||
|
||||
//far enough -> ignore
|
||||
if (dist > thisSize + otherSize) continue;
|
||||
|
||||
diff = Vector2.Normalize(diff);
|
||||
|
||||
float dot = item.Submarine.Velocity == Vector2.Zero ?
|
||||
0.0f : Vector2.Dot(Vector2.Normalize(item.Submarine.Velocity), -Vector2.Normalize(diff));
|
||||
|
||||
//heading away -> ignore
|
||||
if (dot < 0.0f) continue;
|
||||
|
||||
targetVelocity += diff * 200.0f;
|
||||
}
|
||||
|
||||
//clamp velocity magnitude to 100.0f
|
||||
float velMagnitude = targetVelocity.Length();
|
||||
if (velMagnitude > 100.0f)
|
||||
{
|
||||
targetVelocity *= 100.0f / velMagnitude;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void UpdatePath()
|
||||
{
|
||||
if (pathFinder == null) pathFinder = new PathFinder(WayPoint.WayPointList, false);
|
||||
|
||||
Vector2 target;
|
||||
if (levelEndTickBox.Selected)
|
||||
{
|
||||
target = ConvertUnits.ToSimUnits(Level.Loaded.EndPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
target = ConvertUnits.ToSimUnits(Level.Loaded.StartPosition);
|
||||
}
|
||||
|
||||
|
||||
steeringPath = pathFinder.FindPath(ConvertUnits.ToSimUnits(item.WorldPosition), target);
|
||||
}
|
||||
|
||||
private void SteerTowardsPosition(Vector2 worldPosition)
|
||||
{
|
||||
float prediction = 10.0f;
|
||||
|
||||
Vector2 futurePosition = ConvertUnits.ToDisplayUnits(item.Submarine.Velocity) * prediction;
|
||||
Vector2 targetSpeed = ((worldPosition - item.Submarine.WorldPosition) - futurePosition);
|
||||
|
||||
if (targetSpeed.Length()>500.0f)
|
||||
{
|
||||
targetSpeed = Vector2.Normalize(targetSpeed);
|
||||
TargetVelocity = targetSpeed * 100.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
TargetVelocity = targetSpeed / 5.0f;
|
||||
}
|
||||
}
|
||||
|
||||
private bool ToggleMaintainPosition(GUITickBox tickBox)
|
||||
{
|
||||
unsentChanges = true;
|
||||
|
||||
levelStartTickBox.Selected = false;
|
||||
levelEndTickBox.Selected = false;
|
||||
|
||||
if (item.Submarine == null)
|
||||
{
|
||||
posToMaintain = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
posToMaintain = item.Submarine.WorldPosition;
|
||||
}
|
||||
|
||||
tickBox.Selected = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SetDestinationLevelStart()
|
||||
{
|
||||
AutoPilot = true;
|
||||
|
||||
MaintainPos = false;
|
||||
posToMaintain = null;
|
||||
|
||||
levelEndTickBox.Selected = false;
|
||||
|
||||
if (!levelStartTickBox.Selected)
|
||||
{
|
||||
levelStartTickBox.Selected = true;
|
||||
UpdatePath();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetDestinationLevelEnd()
|
||||
{
|
||||
AutoPilot = false;
|
||||
|
||||
MaintainPos = false;
|
||||
posToMaintain = null;
|
||||
|
||||
levelStartTickBox.Selected = false;
|
||||
|
||||
if (!levelEndTickBox.Selected)
|
||||
{
|
||||
levelEndTickBox.Selected = true;
|
||||
UpdatePath();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private bool SelectDestination(GUITickBox tickBox)
|
||||
{
|
||||
unsentChanges = true;
|
||||
|
||||
if (tickBox == levelStartTickBox)
|
||||
{
|
||||
levelEndTickBox.Selected = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
levelStartTickBox.Selected = false;
|
||||
}
|
||||
|
||||
maintainPosTickBox.Selected = false;
|
||||
posToMaintain = null;
|
||||
tickBox.Selected = true;
|
||||
|
||||
UpdatePath();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
|
||||
{
|
||||
if (connection.Name == "velocity_in")
|
||||
{
|
||||
currVelocity = ToolBox.ParseToVector2(signal, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientWrite(Lidgren.Network.NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
msg.Write(autoPilot);
|
||||
|
||||
if (!autoPilot)
|
||||
{
|
||||
//no need to write steering info if autopilot is controlling
|
||||
msg.Write(targetVelocity.X);
|
||||
msg.Write(targetVelocity.Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(posToMaintain != null);
|
||||
if (posToMaintain != null)
|
||||
{
|
||||
msg.Write(((Vector2)posToMaintain).X);
|
||||
msg.Write(((Vector2)posToMaintain).Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(levelStartTickBox.Selected);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c)
|
||||
{
|
||||
bool autoPilot = msg.ReadBoolean();
|
||||
Vector2 newTargetVelocity = targetVelocity;
|
||||
bool maintainPos = false;
|
||||
Vector2? newPosToMaintain = null;
|
||||
bool headingToStart = false;
|
||||
|
||||
if (autoPilot)
|
||||
{
|
||||
maintainPos = msg.ReadBoolean();
|
||||
if (maintainPos)
|
||||
{
|
||||
newPosToMaintain = new Vector2(
|
||||
msg.ReadFloat(),
|
||||
msg.ReadFloat());
|
||||
}
|
||||
else
|
||||
{
|
||||
headingToStart = msg.ReadBoolean();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
newTargetVelocity = new Vector2(msg.ReadFloat(), msg.ReadFloat());
|
||||
}
|
||||
|
||||
if (!item.CanClientAccess(c)) return;
|
||||
|
||||
AutoPilot = autoPilot;
|
||||
|
||||
if (!AutoPilot)
|
||||
{
|
||||
targetVelocity = newTargetVelocity;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
maintainPosTickBox.Selected = newPosToMaintain != null;
|
||||
posToMaintain = newPosToMaintain;
|
||||
|
||||
if (posToMaintain == null)
|
||||
{
|
||||
levelStartTickBox.Selected = headingToStart;
|
||||
levelEndTickBox.Selected = !headingToStart;
|
||||
UpdatePath();
|
||||
}
|
||||
else
|
||||
{
|
||||
levelStartTickBox.Selected = false;
|
||||
levelEndTickBox.Selected = false;
|
||||
}
|
||||
}
|
||||
|
||||
//notify all clients of the changed state
|
||||
unsentChanges = true;
|
||||
}
|
||||
|
||||
public void ServerWrite(Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write(autoPilot);
|
||||
|
||||
if (!autoPilot)
|
||||
{
|
||||
//no need to write steering info if autopilot is controlling
|
||||
msg.Write(targetVelocity.X);
|
||||
msg.Write(targetVelocity.Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(posToMaintain != null);
|
||||
if (posToMaintain != null)
|
||||
{
|
||||
msg.Write(((Vector2)posToMaintain).X);
|
||||
msg.Write(((Vector2)posToMaintain).Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(levelStartTickBox.Selected);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetBuffer msg, float sendingTime)
|
||||
{
|
||||
long msgStartPos = msg.Position;
|
||||
|
||||
bool autoPilot = msg.ReadBoolean();
|
||||
Vector2 newTargetVelocity = targetVelocity;
|
||||
bool maintainPos = false;
|
||||
Vector2? newPosToMaintain = null;
|
||||
bool headingToStart = false;
|
||||
|
||||
if (autoPilot)
|
||||
{
|
||||
maintainPos = msg.ReadBoolean();
|
||||
if (maintainPos)
|
||||
{
|
||||
newPosToMaintain = new Vector2(
|
||||
msg.ReadFloat(),
|
||||
msg.ReadFloat());
|
||||
}
|
||||
else
|
||||
{
|
||||
headingToStart = msg.ReadBoolean();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
newTargetVelocity = new Vector2(msg.ReadFloat(), msg.ReadFloat());
|
||||
}
|
||||
|
||||
if (correctionTimer > 0.0f)
|
||||
{
|
||||
int msgLength = (int)(msg.Position - msgStartPos);
|
||||
msg.Position = msgStartPos;
|
||||
StartDelayedCorrection(type, msg.ExtractBits(msgLength), sendingTime);
|
||||
return;
|
||||
}
|
||||
|
||||
AutoPilot = autoPilot;
|
||||
|
||||
if (!AutoPilot)
|
||||
{
|
||||
targetVelocity = newTargetVelocity;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
maintainPosTickBox.Selected = newPosToMaintain != null;
|
||||
posToMaintain = newPosToMaintain;
|
||||
|
||||
if (posToMaintain == null)
|
||||
{
|
||||
levelStartTickBox.Selected = headingToStart;
|
||||
levelEndTickBox.Selected = !headingToStart;
|
||||
UpdatePath();
|
||||
}
|
||||
else
|
||||
{
|
||||
levelStartTickBox.Selected = false;
|
||||
levelEndTickBox.Selected = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Vent : ItemComponent
|
||||
{
|
||||
private float oxygenFlow;
|
||||
|
||||
public float OxygenFlow
|
||||
{
|
||||
get { return oxygenFlow; }
|
||||
set { oxygenFlow = Math.Max(value, 0.0f); }
|
||||
}
|
||||
|
||||
public Vent (Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (item.CurrentHull == null) return;
|
||||
|
||||
if (item.InWater) return;
|
||||
|
||||
item.CurrentHull.Oxygen += oxygenFlow * deltaTime;
|
||||
OxygenFlow -= deltaTime * 1000.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,318 @@
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class PowerContainer : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
|
||||
{
|
||||
//[power/min]
|
||||
private float capacity;
|
||||
|
||||
private float charge;
|
||||
|
||||
private float rechargeVoltage, outputVoltage;
|
||||
|
||||
//how fast the battery can be recharged
|
||||
private float maxRechargeSpeed;
|
||||
|
||||
//how fast it's currently being recharged (can be changed, so that
|
||||
//charging can be slowed down or disabled if there's a shortage of power)
|
||||
private float rechargeSpeed;
|
||||
|
||||
private float maxOutput;
|
||||
|
||||
private float lastSentCharge;
|
||||
|
||||
public float CurrPowerOutput
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(10.0f, true)]
|
||||
public float MaxOutPut
|
||||
{
|
||||
set { maxOutput = value; }
|
||||
get { return maxOutput; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(10.0f, true), Editable]
|
||||
public float Capacity
|
||||
{
|
||||
get { return capacity; }
|
||||
set { capacity = Math.Max(value, 1.0f); }
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(0.0f, true)]
|
||||
public float Charge
|
||||
{
|
||||
get { return charge; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
charge = MathHelper.Clamp(value, 0.0f, capacity);
|
||||
|
||||
if (Math.Abs(charge - lastSentCharge) / capacity > 1.0f)
|
||||
{
|
||||
if (GameMain.Server != null) item.CreateServerEvent(this);
|
||||
lastSentCharge = charge;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(10.0f, true), Editable]
|
||||
public float RechargeSpeed
|
||||
{
|
||||
get { return rechargeSpeed; }
|
||||
set
|
||||
{
|
||||
if (!MathUtils.IsValid(value)) return;
|
||||
rechargeSpeed = MathHelper.Clamp(value, 0.0f, maxRechargeSpeed);
|
||||
rechargeSpeed = MathUtils.RoundTowardsClosest(rechargeSpeed, Math.Max(maxRechargeSpeed * 0.1f, 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(10.0f, false), Editable]
|
||||
public float MaxRechargeSpeed
|
||||
{
|
||||
get { return maxRechargeSpeed; }
|
||||
set { maxRechargeSpeed = Math.Max(value, 1.0f); }
|
||||
}
|
||||
|
||||
public PowerContainer(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
//capacity = ToolBox.GetAttributeFloat(element, "capacity", 10.0f);
|
||||
//maxRechargeSpeed = ToolBox.GetAttributeFloat(element, "maxinput", 10.0f);
|
||||
//maxOutput = ToolBox.GetAttributeFloat(element, "maxoutput", 10.0f);
|
||||
|
||||
IsActive = true;
|
||||
|
||||
if (canBeSelected)
|
||||
{
|
||||
var button = new GUIButton(new Rectangle(160, 50, 30,30), "-", "", GuiFrame);
|
||||
button.OnClicked = (GUIButton btn, object obj) =>
|
||||
{
|
||||
RechargeSpeed = rechargeSpeed - maxRechargeSpeed * 0.1f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
GameServer.Log(Character.Controlled + " set the recharge speed of " + item.Name + " to " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
correctionTimer = CorrectionDelay;
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
button = new GUIButton(new Rectangle(200, 50, 30, 30), "+", "", GuiFrame);
|
||||
button.OnClicked = (GUIButton btn, object obj) =>
|
||||
{
|
||||
RechargeSpeed = rechargeSpeed + maxRechargeSpeed * 0.1f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
GameServer.Log(Character.Controlled + " set the recharge speed of " + item.Name + " to " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
item.CreateClientEvent(this);
|
||||
correctionTimer = CorrectionDelay;
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
if (picker == null) return false;
|
||||
|
||||
//picker.SelectedConstruction = (picker.SelectedConstruction == item) ? null : item;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
float chargeRatio = (float)(Math.Sqrt(charge / capacity));
|
||||
float gridPower = 0.0f;
|
||||
float gridLoad = 0.0f;
|
||||
|
||||
//if (item.linkedTo.Count == 0) return;
|
||||
|
||||
foreach (Connection c in item.Connections)
|
||||
{
|
||||
if (c.Name == "power_in") continue;
|
||||
foreach (Connection c2 in c.Recipients)
|
||||
{
|
||||
PowerTransfer pt = c2.Item.GetComponent<PowerTransfer>();
|
||||
if (pt == null || !pt.IsActive) continue;
|
||||
|
||||
gridLoad += pt.PowerLoad;
|
||||
gridPower -= pt.CurrPowerConsumption;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//float gridRate = voltage;
|
||||
|
||||
if (chargeRatio > 0.0f)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
}
|
||||
|
||||
//recharge
|
||||
//if (gridRate >= chargeRate)
|
||||
//{
|
||||
if (charge >= capacity)
|
||||
{
|
||||
rechargeVoltage = 0.0f;
|
||||
charge = capacity;
|
||||
|
||||
CurrPowerConsumption = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
currPowerConsumption = MathHelper.Lerp(currPowerConsumption, rechargeSpeed, 0.05f);
|
||||
Charge += currPowerConsumption * rechargeVoltage / 3600.0f;
|
||||
}
|
||||
|
||||
//}
|
||||
|
||||
//provide power to the grid
|
||||
if (gridLoad > 0.0f)
|
||||
{
|
||||
if (charge <= 0.0f)
|
||||
{
|
||||
CurrPowerOutput = 0.0f;
|
||||
charge = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
if (gridPower < gridLoad)
|
||||
{
|
||||
CurrPowerOutput = MathHelper.Lerp(
|
||||
CurrPowerOutput,
|
||||
Math.Min(maxOutput * chargeRatio, gridLoad),
|
||||
deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrPowerOutput = MathHelper.Lerp(CurrPowerOutput, 0.0f, deltaTime);
|
||||
}
|
||||
|
||||
Charge -= CurrPowerOutput / 3600.0f;
|
||||
}
|
||||
|
||||
rechargeVoltage = 0.0f;
|
||||
outputVoltage = 0.0f;
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
RechargeSpeed = maxRechargeSpeed * 0.5f;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
|
||||
{
|
||||
if (!connection.IsPower) return;
|
||||
|
||||
if (connection.Name == "power_in")
|
||||
{
|
||||
rechargeVoltage = power;
|
||||
}
|
||||
else
|
||||
{
|
||||
outputVoltage = power;
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(item.DrawPosition.X- 4, -item.DrawPosition.Y),
|
||||
new Vector2(8, 22), Color.Black);
|
||||
|
||||
if (charge > 0)
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Vector2(item.DrawPosition.X - 3, -item.DrawPosition.Y + 1 + (20.0f * (1.0f - charge / capacity))),
|
||||
new Vector2(6, 20 * (charge / capacity)), Color.Green, true);
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch,
|
||||
"Charge: " + (int)charge + "/" + (int)capacity + " kWm (" + (int)((charge / capacity) * 100.0f) + " %)",
|
||||
new Vector2(x + 30, y + 30), Color.White);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Recharge rate: " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", new Vector2(x + 30, y + 95), Color.White);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData)
|
||||
{
|
||||
msg.WriteRangedInteger(0, 10, (int)(rechargeSpeed / MaxRechargeSpeed * 10));
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
float newRechargeSpeed = msg.ReadRangedInteger(0,10) / 10.0f * maxRechargeSpeed;
|
||||
|
||||
if (item.CanClientAccess(c))
|
||||
{
|
||||
RechargeSpeed = newRechargeSpeed;
|
||||
GameServer.Log(c.Character + " set the recharge speed of "+item.Name+" to "+ (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.WriteRangedInteger(0, 10, (int)(rechargeSpeed / MaxRechargeSpeed * 10));
|
||||
|
||||
float chargeRatio = MathHelper.Clamp(charge / capacity, 0.0f, 1.0f);
|
||||
msg.WriteRangedSingle(chargeRatio, 0.0f, 1.0f, 8);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
if (correctionTimer > 0.0f)
|
||||
{
|
||||
StartDelayedCorrection(type, msg.ExtractBits(4 + 8), sendingTime);
|
||||
return;
|
||||
}
|
||||
|
||||
RechargeSpeed = msg.ReadRangedInteger(0, 10) / 10.0f * maxRechargeSpeed;
|
||||
Charge = msg.ReadRangedSingle(0.0f, 1.0f, 8) * capacity;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,223 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class PowerTransfer : Powered
|
||||
{
|
||||
static float fullPower;
|
||||
static float fullLoad;
|
||||
|
||||
//private bool updated;
|
||||
|
||||
private int updateTimer;
|
||||
|
||||
const float FireProbability = 0.15f;
|
||||
|
||||
//affects how fast changes in power/load are carried over the grid
|
||||
static float inertia = 5.0f;
|
||||
|
||||
static HashSet<Powered> connectedList = new HashSet<Powered>();
|
||||
|
||||
private List<Connection> powerConnections;
|
||||
|
||||
private float powerLoad;
|
||||
|
||||
public float PowerLoad
|
||||
{
|
||||
get { return powerLoad; }
|
||||
}
|
||||
|
||||
public PowerTransfer(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
|
||||
powerConnections = new List<Connection>();
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (updateTimer > 0)
|
||||
{
|
||||
//this junction box has already been updated this frame
|
||||
updateTimer--;
|
||||
return;
|
||||
}
|
||||
|
||||
//reset and recalculate the power generated/consumed
|
||||
//by the constructions connected to the grid
|
||||
fullPower = 0.0f;
|
||||
fullLoad = 0.0f;
|
||||
|
||||
connectedList.Clear();
|
||||
|
||||
CheckJunctions(deltaTime);
|
||||
updateTimer = 0;
|
||||
|
||||
foreach (Powered p in connectedList)
|
||||
{
|
||||
PowerTransfer pt = p as PowerTransfer;
|
||||
if (pt == null) continue;
|
||||
|
||||
pt.powerLoad += (fullLoad - pt.powerLoad) / inertia;
|
||||
pt.currPowerConsumption += (-fullPower - pt.currPowerConsumption) / inertia;
|
||||
pt.Item.SendSignal(0, "", "power", null, fullPower / Math.Max(fullLoad, 1.0f));
|
||||
pt.Item.SendSignal(0, "", "power_out", null, fullPower / Math.Max(fullLoad, 1.0f));
|
||||
|
||||
//damage the item if voltage is too high
|
||||
//(except if running as a client)
|
||||
if (GameMain.Client != null) continue;
|
||||
if (-pt.currPowerConsumption < Math.Max(pt.powerLoad * Rand.Range(1.9f,2.1f), 200.0f)) continue;
|
||||
|
||||
float prevCondition = pt.item.Condition;
|
||||
pt.item.Condition -= deltaTime * 10.0f;
|
||||
|
||||
if (pt.item.Condition <= 0.0f && prevCondition > 0.0f)
|
||||
{
|
||||
sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 600.0f, pt.item.WorldPosition);
|
||||
|
||||
Vector2 baseVel = Rand.Vector(300.0f);
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
var particle = GameMain.ParticleManager.CreateParticle("spark", pt.item.WorldPosition,
|
||||
baseVel + Rand.Vector(100.0f), 0.0f, item.CurrentHull);
|
||||
|
||||
if (particle != null) particle.Size *= Rand.Range(0.5f, 1.0f);
|
||||
}
|
||||
|
||||
if (FireProbability > 0.0f && Rand.Int((int)(1.0f / FireProbability)) == 1)
|
||||
{
|
||||
new FireSource(pt.item.WorldPosition);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
return picker != null;
|
||||
}
|
||||
|
||||
//a recursive function that goes through all the junctions and adds up
|
||||
//all the generated/consumed power of the constructions connected to the grid
|
||||
private void CheckJunctions(float deltaTime)
|
||||
{
|
||||
updateTimer = 1;
|
||||
connectedList.Add(this);
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
|
||||
foreach (Connection c in powerConnections)
|
||||
{
|
||||
var recipients = c.Recipients;
|
||||
|
||||
foreach (Connection recipient in recipients)
|
||||
{
|
||||
if (recipient == null) continue;
|
||||
|
||||
Item it = recipient.Item;
|
||||
if (it == null) continue;
|
||||
|
||||
if (it.Condition <= 0.0f) continue;
|
||||
|
||||
foreach (Powered powered in it.GetComponents<Powered>())
|
||||
{
|
||||
if (powered == null || !powered.IsActive) continue;
|
||||
|
||||
if (connectedList.Contains(powered)) continue;
|
||||
|
||||
PowerTransfer powerTransfer = powered as PowerTransfer;
|
||||
if (powerTransfer != null)
|
||||
{
|
||||
powerTransfer.CheckJunctions(deltaTime);
|
||||
continue;
|
||||
}
|
||||
|
||||
PowerContainer powerContainer = powered as PowerContainer;
|
||||
if (powerContainer != null)
|
||||
{
|
||||
if (recipient.Name == "power_in")
|
||||
{
|
||||
fullLoad += powerContainer.CurrPowerConsumption;
|
||||
}
|
||||
else
|
||||
{
|
||||
fullPower += powerContainer.CurrPowerOutput;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
connectedList.Add(powered);
|
||||
//positive power consumption = the construction requires power -> increase load
|
||||
if (powered.CurrPowerConsumption > 0.0f)
|
||||
{
|
||||
fullLoad += powered.CurrPowerConsumption;
|
||||
}
|
||||
else if (powered.CurrPowerConsumption < 0.0f)
|
||||
//negative power consumption = the construction is a
|
||||
//generator/battery or another junction box
|
||||
{
|
||||
fullPower -= powered.CurrPowerConsumption;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
if (!canBeSelected) return;
|
||||
|
||||
int x = GuiFrame.Rect.X;
|
||||
int y = GuiFrame.Rect.Y;
|
||||
|
||||
GuiFrame.Draw(spriteBatch);
|
||||
|
||||
GUI.Font.DrawString(spriteBatch, "Power: " + (int)(-currPowerConsumption) + " kW", new Vector2(x + 30, y + 30), Color.White);
|
||||
GUI.Font.DrawString(spriteBatch, "Load: " + (int)powerLoad + " kW", new Vector2(x + 30, y + 100), Color.White);
|
||||
}
|
||||
|
||||
public override void AddToGUIUpdateList()
|
||||
{
|
||||
GuiFrame.AddToGUIUpdateList();
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
GuiFrame.Update(1.0f / 60.0f);
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
var connections = item.Connections;
|
||||
if (connections == null)
|
||||
{
|
||||
IsActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
powerConnections = connections.FindAll(c => c.IsPower);
|
||||
if (powerConnections.Count == 0) IsActive = false;
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
|
||||
{
|
||||
base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power);
|
||||
|
||||
if (connection.Name.Length > 5 && connection.Name.Substring(0, 6).ToLowerInvariant() == "signal")
|
||||
{
|
||||
connection.SendSignal(stepsTaken, signal, source, sender, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,111 @@
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Powered : ItemComponent
|
||||
{
|
||||
|
||||
protected static Sound[] sparkSounds;
|
||||
|
||||
//the amount of power CURRENTLY consumed by the item
|
||||
//negative values mean that the item is providing power to connected items
|
||||
protected float currPowerConsumption;
|
||||
|
||||
//current voltage of the item (load / power)
|
||||
protected float voltage;
|
||||
|
||||
//the minimum voltage required for the item to work
|
||||
protected float minVoltage;
|
||||
|
||||
//the maximum amount of power the item can draw from connected items
|
||||
protected float powerConsumption;
|
||||
|
||||
private bool powerOnSoundPlayed;
|
||||
|
||||
private static Sound powerOnSound;
|
||||
|
||||
[Editable, HasDefaultValue(0.5f, true)]
|
||||
public float MinVoltage
|
||||
{
|
||||
get { return minVoltage; }
|
||||
set { minVoltage = value; }
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(0.0f, true)]
|
||||
public float PowerConsumption
|
||||
{
|
||||
get { return powerConsumption; }
|
||||
set { powerConsumption = value; }
|
||||
}
|
||||
|
||||
|
||||
[HasDefaultValue(false,true)]
|
||||
public override bool IsActive
|
||||
{
|
||||
get { return base.IsActive; }
|
||||
set
|
||||
{
|
||||
base.IsActive = value;
|
||||
if (!value) currPowerConsumption = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, true)]
|
||||
public float CurrPowerConsumption
|
||||
{
|
||||
get {return currPowerConsumption; }
|
||||
set { currPowerConsumption = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, true)]
|
||||
public float Voltage
|
||||
{
|
||||
get { return voltage; }
|
||||
set { voltage = Math.Max(0.0f, value); }
|
||||
}
|
||||
|
||||
public Powered(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
if (powerOnSound == null)
|
||||
{
|
||||
powerOnSound = Sound.Load("Content/Items/Electricity/powerOn.ogg", false);
|
||||
}
|
||||
|
||||
if (sparkSounds == null)
|
||||
{
|
||||
sparkSounds = new Sound[4];
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
sparkSounds[i] = Sound.Load("Content/Items/Electricity/zap" + (i + 1) + ".ogg", false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0)
|
||||
{
|
||||
if (currPowerConsumption == 0.0f) voltage = 0.0f;
|
||||
if (connection.IsPower) voltage = power;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (currPowerConsumption == 0.0f) return;
|
||||
if (voltage > minVoltage)
|
||||
{
|
||||
if (!powerOnSoundPlayed)
|
||||
{
|
||||
powerOnSound.Play(1.0f, 600.0f, item.WorldPosition);
|
||||
powerOnSoundPlayed = true;
|
||||
}
|
||||
}
|
||||
else if (voltage < 0.1f)
|
||||
{
|
||||
powerOnSoundPlayed = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,244 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Projectile : ItemComponent
|
||||
{
|
||||
private float launchImpulse;
|
||||
|
||||
private bool doesStick;
|
||||
private PrismaticJoint stickJoint;
|
||||
private Body stickTarget;
|
||||
|
||||
private Attack attack;
|
||||
|
||||
public List<Body> IgnoredBodies;
|
||||
|
||||
public Character User;
|
||||
|
||||
[HasDefaultValue(10.0f, false)]
|
||||
public float LaunchImpulse
|
||||
{
|
||||
get { return launchImpulse; }
|
||||
set { launchImpulse = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool CharacterUsable
|
||||
{
|
||||
get { return characterUsable; }
|
||||
set { characterUsable = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(false, false)]
|
||||
public bool DoesStick
|
||||
{
|
||||
get { return doesStick; }
|
||||
set { doesStick = value; }
|
||||
}
|
||||
|
||||
public Projectile(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
IgnoredBodies = new List<Body>();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
|
||||
attack = new Attack(subElement);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character != null && !characterUsable) return false;
|
||||
|
||||
Launch(new Vector2(
|
||||
(float)Math.Cos(item.body.Rotation),
|
||||
(float)Math.Sin(item.body.Rotation)) * launchImpulse * item.body.Mass);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void Launch(Vector2 impulse)
|
||||
{
|
||||
item.Drop();
|
||||
|
||||
item.body.Enabled = true;
|
||||
item.body.ApplyLinearImpulse(impulse);
|
||||
|
||||
item.body.FarseerBody.OnCollision += OnProjectileCollision;
|
||||
item.body.FarseerBody.IsBullet = true;
|
||||
|
||||
item.body.CollisionCategories = Physics.CollisionProjectile;
|
||||
item.body.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionLevel;
|
||||
|
||||
IsActive = true;
|
||||
|
||||
if (stickJoint == null || !doesStick) return;
|
||||
|
||||
if (stickTarget != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
item.body.FarseerBody.RestoreCollisionWith(stickTarget);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Failed to restore collision with stickTarget", e);
|
||||
#endif
|
||||
}
|
||||
|
||||
stickTarget = null;
|
||||
}
|
||||
GameMain.World.RemoveJoint(stickJoint);
|
||||
stickJoint = null;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
|
||||
if (stickJoint != null && stickJoint.JointTranslation < 0.01f)
|
||||
{
|
||||
if (stickTarget != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
item.body.FarseerBody.RestoreCollisionWith(stickTarget);
|
||||
}
|
||||
catch
|
||||
{
|
||||
//the body that the projectile was stuck to has been removed
|
||||
}
|
||||
|
||||
stickTarget = null;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
GameMain.World.RemoveJoint(stickJoint);
|
||||
}
|
||||
catch
|
||||
{
|
||||
//the body that the projectile was stuck to has been removed
|
||||
}
|
||||
|
||||
stickJoint = null;
|
||||
|
||||
IsActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
private bool OnProjectileCollision(Fixture f1, Fixture f2, Contact contact)
|
||||
{
|
||||
if (IgnoredBodies.Contains(f2.Body)) return false;
|
||||
|
||||
if (f2.CollisionCategories == Physics.CollisionCharacter && !(f2.Body.UserData is Limb))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
AttackResult attackResult = new AttackResult(0.0f, 0.0f);
|
||||
if (attack != null)
|
||||
{
|
||||
var submarine = f2.Body.UserData as Submarine;
|
||||
if (submarine != null)
|
||||
{
|
||||
item.Move(-submarine.Position);
|
||||
item.Submarine = submarine;
|
||||
item.body.Submarine = submarine;
|
||||
//item.FindHull();
|
||||
return true;
|
||||
}
|
||||
|
||||
Limb limb;
|
||||
Structure structure;
|
||||
if ((limb = (f2.Body.UserData as Limb)) != null)
|
||||
{
|
||||
attackResult = attack.DoDamage(User, limb.character, item.WorldPosition, 1.0f);
|
||||
}
|
||||
else if ((structure = (f2.Body.UserData as Structure)) != null)
|
||||
{
|
||||
attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
ApplyStatusEffects(ActionType.OnUse, 1.0f);
|
||||
ApplyStatusEffects(ActionType.OnImpact, 1.0f);
|
||||
|
||||
IsActive = false;
|
||||
|
||||
item.body.FarseerBody.OnCollision -= OnProjectileCollision;
|
||||
|
||||
item.body.FarseerBody.IsBullet = false;
|
||||
item.body.CollisionCategories = Physics.CollisionItem;
|
||||
item.body.CollidesWith = Physics.CollisionWall | Physics.CollisionLevel;
|
||||
|
||||
IgnoredBodies.Clear();
|
||||
|
||||
f2.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
|
||||
|
||||
if (attackResult.HitArmor)
|
||||
{
|
||||
item.body.LinearVelocity *= 0.1f;
|
||||
}
|
||||
else if (doesStick)
|
||||
{
|
||||
Vector2 normal = contact.Manifold.LocalNormal;
|
||||
Vector2 dir = new Vector2(
|
||||
(float)Math.Cos(item.body.Rotation),
|
||||
(float)Math.Sin(item.body.Rotation));
|
||||
|
||||
if (Vector2.Dot(f1.Body.LinearVelocity, normal) < 0.0f) return StickToTarget(f2.Body, dir);
|
||||
}
|
||||
else
|
||||
{
|
||||
item.body.LinearVelocity *= 0.5f;
|
||||
}
|
||||
|
||||
var containedItems = item.ContainedItems;
|
||||
if (containedItems != null)
|
||||
{
|
||||
foreach (Item contained in containedItems)
|
||||
{
|
||||
if (contained.body != null)
|
||||
{
|
||||
contained.SetTransform(item.SimPosition, contained.body.Rotation);
|
||||
}
|
||||
contained.Condition = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
return f2.CollisionCategories != Physics.CollisionCharacter;
|
||||
}
|
||||
|
||||
private bool StickToTarget(Body targetBody, Vector2 axis)
|
||||
{
|
||||
if (stickJoint != null) return false;
|
||||
|
||||
stickJoint = new PrismaticJoint(targetBody, item.body.FarseerBody, item.body.SimPosition, axis, true);
|
||||
stickJoint.MotorEnabled = true;
|
||||
stickJoint.MaxMotorForce = 30.0f;
|
||||
|
||||
stickJoint.LimitEnabled = true;
|
||||
stickJoint.UpperLimit = ConvertUnits.ToSimUnits(item.Sprite.size.X*0.7f);
|
||||
|
||||
item.body.FarseerBody.IgnoreCollisionWith(targetBody);
|
||||
stickTarget = targetBody;
|
||||
GameMain.World.AddJoint(stickJoint);
|
||||
|
||||
IsActive = true;
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,333 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Collision.Shapes;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Joints;
|
||||
using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Rope : ItemComponent, IDrawableComponent
|
||||
{
|
||||
PhysicsBody[] ropeBodies;
|
||||
RevoluteJoint[] ropeJoints;
|
||||
|
||||
DistanceJoint gunJoint;
|
||||
|
||||
float pullForce;
|
||||
|
||||
Sprite sprite;
|
||||
|
||||
float reload;
|
||||
|
||||
float prevDir;
|
||||
|
||||
float sectionLength;
|
||||
|
||||
Item projectile;
|
||||
|
||||
Vector2 projectileAnchor;
|
||||
|
||||
private Vector2 BarrelPos
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector2 barrelPos = Vector2.Zero;
|
||||
|
||||
//RangedWeapon weapon = item.GetComponent<RangedWeapon>();
|
||||
//if (weapon != null) barrelPos = weapon.barrelPos;
|
||||
|
||||
return barrelPos;
|
||||
}
|
||||
}
|
||||
|
||||
private Vector2 TransformedBarrelPos
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector2 barrelPos = Vector2.Zero;
|
||||
|
||||
RangedWeapon weapon = item.GetComponent<RangedWeapon>();
|
||||
if (weapon != null) barrelPos = weapon.TransformedBarrelPos;
|
||||
|
||||
return barrelPos;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public Rope(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
string spritePath = ToolBox.GetAttributeString(element, "sprite", "");
|
||||
if (spritePath == "") DebugConsole.ThrowError("Sprite "+spritePath+" in "+element+" not found!");
|
||||
|
||||
float length = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "length", 200.0f));
|
||||
|
||||
pullForce = ToolBox.GetAttributeFloat(element, "pullforce", 10.0f);
|
||||
|
||||
projectileAnchor = Vector2.Zero;
|
||||
projectileAnchor.X = ToolBox.GetAttributeFloat(element, "projectileanchorx", 0.0f);
|
||||
projectileAnchor.Y = ToolBox.GetAttributeFloat(element, "projectileanchory", 0.0f);
|
||||
projectileAnchor = ConvertUnits.ToSimUnits(projectileAnchor);
|
||||
|
||||
characterUsable = ToolBox.GetAttributeBool(element, "characterusable", false);
|
||||
|
||||
sprite = new Sprite(spritePath, new Vector2(0.5f,0.5f));
|
||||
sectionLength = ConvertUnits.ToSimUnits(sprite.size.X);
|
||||
|
||||
|
||||
Path ropePath = new Path();
|
||||
ropePath.Add(item.body.SimPosition);
|
||||
ropePath.Add(item.body.SimPosition + new Vector2(length, 0.0f));
|
||||
ropePath.Closed = false;
|
||||
|
||||
Vertices box = PolygonTools.CreateRectangle(sectionLength, 0.05f);
|
||||
PolygonShape shape = new PolygonShape(box, 5);
|
||||
|
||||
List<Body>ropeList = PathManager.EvenlyDistributeShapesAlongPath(GameMain.World, ropePath, shape, BodyType.Dynamic, (int)(length/sectionLength));
|
||||
|
||||
ropeBodies = new PhysicsBody[ropeList.Count];
|
||||
for (int i = 0; i<ropeBodies.Length; i++)
|
||||
{
|
||||
ropeList[i].Mass = 0.01f;
|
||||
ropeList[i].Enabled = false;
|
||||
//only collide with the map
|
||||
ropeList[i].CollisionCategories = Physics.CollisionItem;
|
||||
ropeList[i].CollidesWith = Physics.CollisionWall;
|
||||
|
||||
//ropeBodies[i] = new PhysicsBody(ropeList[i]);
|
||||
}
|
||||
|
||||
List<RevoluteJoint> joints = PathManager.AttachBodiesWithRevoluteJoint(GameMain.World, ropeList,
|
||||
new Vector2(-sectionLength/2, 0.0f), new Vector2(sectionLength/2, 0.0f), false, false);
|
||||
|
||||
ropeJoints = new RevoluteJoint[joints.Count+1];
|
||||
//ropeJoints[0] = JointFactory.CreateRevoluteJoint(Game1.world, item.body, ropeList[0], new Vector2(0f, -0.0f));
|
||||
for (int i = 0; i < joints.Count; i++)
|
||||
{
|
||||
var distanceJoint = JointFactory.CreateDistanceJoint(GameMain.World, ropeList[i], ropeList[i + 1]);
|
||||
|
||||
distanceJoint.Length = sectionLength;
|
||||
distanceJoint.DampingRatio = 1.0f;
|
||||
ropeJoints[i] = joints[i];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void SecondaryUse(float deltaTime, Character character = null)
|
||||
{
|
||||
if (reload > 0.0f) return;
|
||||
|
||||
bool first = true;
|
||||
for (int i = 0; i < ropeBodies.Length - 1; i++)
|
||||
{
|
||||
if (ropeBodies[i].UserData == null || (bool)ropeBodies[i].UserData) continue;
|
||||
|
||||
if (first)
|
||||
{
|
||||
Vector2 dist = gunJoint.WorldAnchorA - ropeJoints[i].WorldAnchorA;
|
||||
float length = dist.Length();
|
||||
|
||||
if (gunJoint.Length < 0.011 && length*0.5f<sectionLength)
|
||||
{
|
||||
NextSection(i);
|
||||
}
|
||||
else
|
||||
{
|
||||
gunJoint.Length = Math.Max(gunJoint.Length-0.01f,0.01f);
|
||||
gunJoint.Frequency = 30;
|
||||
gunJoint.DampingRatio = 0.05f;
|
||||
//gunJoint.MotorEnabled = true;
|
||||
//gunJoint.MotorSpeed = -150.0f;
|
||||
//ropeBodies[i + 1].ApplyForce(dist / length * pullForce);
|
||||
//ropeJoints[0].LocalAnchorA = new Vector2(ropeJoints[0].LocalAnchorA.X-0.05f,ropeJoints[0].LocalAnchorA.Y);
|
||||
//ropeBodies[i].SmoothRotate(item.body.Rotation);
|
||||
}
|
||||
|
||||
first = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Vector2 dist = ropeBodies[i].Position - ropeBodies[i + 1].Position;
|
||||
//float length = dist.Length();
|
||||
|
||||
//ropeBodies[i + 1].ApplyForce(dist / length * pullForce * 0.1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void NextSection(int i)
|
||||
{
|
||||
gunJoint.Length = sectionLength;
|
||||
ropeBodies[i].UserData = true;
|
||||
ropeBodies[i].Enabled = false;
|
||||
|
||||
//if (ropeJoints[0] != null) Game1.world.RemoveJoint(ropeJoints[0]);
|
||||
//ropeJoints[0] = JointFactory.CreateRevoluteJoint(Game1.world,
|
||||
// item.body.FarseerBody, ropeBodies[i + 1].FarseerBody,
|
||||
// BarrelPos, new Vector2(-sectionLength / 2, 0.0f));
|
||||
|
||||
AttachGunJoint(ropeBodies[i + 1].FarseerBody);
|
||||
|
||||
if (i == ropeBodies.Length - 2)
|
||||
{
|
||||
item.Combine(projectile);
|
||||
ropeBodies[ropeBodies.Length - 1].Enabled = false;
|
||||
IsActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (reload>0.0f) reload -= deltaTime;
|
||||
|
||||
//for (int i = 0; i < ropeBodies.Length - 1; i++)
|
||||
//{
|
||||
// if (ropeBodies[i].UserData == null || (bool)ropeBodies[i].UserData == true) continue;
|
||||
// ropeBodies[i].SmoothRotate(item.body.Rotation);
|
||||
//}
|
||||
|
||||
int len = 1;
|
||||
for (int i = 0; i < ropeBodies.Length - 1; i++)
|
||||
{
|
||||
if (ropeBodies[i].UserData == null || (bool)ropeBodies[i].UserData) continue;
|
||||
len++;
|
||||
}
|
||||
|
||||
if (Vector2.Distance(TransformedBarrelPos, projectile.SimPosition)>len*sectionLength)
|
||||
{
|
||||
Vector2 stopForce = projectile.SimPosition - ropeBodies[ropeBodies.Length-1].SimPosition;
|
||||
stopForce = Vector2.Normalize(stopForce);
|
||||
|
||||
float dotProduct = Vector2.Dot(stopForce, Vector2.Normalize(projectile.body.LinearVelocity));
|
||||
|
||||
if (dotProduct<0)
|
||||
projectile.body.ApplyLinearImpulse(-stopForce*dotProduct * projectile.body.LinearVelocity.Length() * projectile.body.Mass);
|
||||
}
|
||||
|
||||
if (item.body.Dir!=prevDir)
|
||||
{
|
||||
gunJoint.LocalAnchorA =
|
||||
new Vector2(
|
||||
-gunJoint.LocalAnchorA.X,
|
||||
BarrelPos.Y);
|
||||
|
||||
prevDir = -prevDir;
|
||||
}
|
||||
|
||||
if (!projectile.body.Enabled || !item.body.Enabled)
|
||||
{
|
||||
//attempt to recontain the projectile in the launcher
|
||||
//eq automatically reload a spear into a speargun when picking the spear up
|
||||
if (!projectile.body.Enabled) item.Combine(projectile);
|
||||
|
||||
foreach (PhysicsBody b in ropeBodies)
|
||||
{
|
||||
b.Enabled = false;
|
||||
}
|
||||
foreach (var joint in ropeJoints)
|
||||
{
|
||||
if (joint != null) joint.Enabled = false;
|
||||
}
|
||||
IsActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
if (!IsActive) return;
|
||||
|
||||
RevoluteJoint firstJoint = null;
|
||||
|
||||
for (int i = 0; i<ropeBodies.Length-1; i++)
|
||||
{
|
||||
if (!ropeBodies[i].Enabled) continue;
|
||||
|
||||
if (firstJoint==null) firstJoint = ropeJoints[i];
|
||||
|
||||
DrawSection(spriteBatch, ropeJoints[i].WorldAnchorA, ropeJoints[i+1].WorldAnchorA, i);
|
||||
}
|
||||
|
||||
if (gunJoint == null || firstJoint==null) return;
|
||||
|
||||
DrawSection(spriteBatch, gunJoint.WorldAnchorA, firstJoint.WorldAnchorA, 0);
|
||||
|
||||
}
|
||||
|
||||
private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, int i)
|
||||
{
|
||||
start.Y = -start.Y;
|
||||
end.Y = -end.Y;
|
||||
|
||||
spriteBatch.Draw(sprite.Texture,
|
||||
ConvertUnits.ToDisplayUnits(start), null, Color.White,
|
||||
MathUtils.VectorToAngle(end - start),
|
||||
new Vector2(0.0f, sprite.size.Y / 2.0f),
|
||||
new Vector2((ConvertUnits.ToDisplayUnits(Vector2.Distance(start, end))) / sprite.Texture.Width, 1.0f),
|
||||
SpriteEffects.None,
|
||||
sprite.Depth + i*0.00001f);
|
||||
}
|
||||
|
||||
public void Attach(Item projectile)
|
||||
{
|
||||
reload = 0.5f;
|
||||
IsActive = true;
|
||||
|
||||
this.projectile = projectile;
|
||||
//Projectile projectileComponent = projectile.GetComponent<Projectile>();
|
||||
|
||||
foreach (PhysicsBody b in ropeBodies)
|
||||
{
|
||||
b.SetTransform(item.body.SimPosition, 0.0f);
|
||||
b.UserData = false;
|
||||
b.Enabled = true;
|
||||
}
|
||||
|
||||
foreach (var joint in ropeJoints)
|
||||
{
|
||||
if (joint!=null) joint.Enabled = true;
|
||||
}
|
||||
|
||||
ropeBodies[ropeBodies.Length - 1].SetTransform(projectile.body.SimPosition, projectile.body.Rotation);
|
||||
|
||||
//attach projectile to the last section of the rope
|
||||
if (ropeJoints[ropeJoints.Length-1] != null) GameMain.World.RemoveJoint(ropeJoints[ropeJoints.Length-1]);
|
||||
ropeJoints[ropeJoints.Length - 1] = JointFactory.CreateRevoluteJoint(GameMain.World,
|
||||
projectile.body.FarseerBody, ropeBodies[ropeBodies.Length - 1].FarseerBody,
|
||||
projectileAnchor, new Vector2(sectionLength / 2, 0.0f));
|
||||
|
||||
AttachGunJoint(ropeBodies[0].FarseerBody);
|
||||
|
||||
prevDir = item.body.Dir;
|
||||
}
|
||||
|
||||
private void AttachGunJoint(Body body)
|
||||
{
|
||||
float rotation = (item.body.Dir == -1.0f) ? item.body.Rotation - MathHelper.Pi : item.body.Rotation;
|
||||
body.SetTransform(TransformedBarrelPos, rotation);
|
||||
//Vector2 axis = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
|
||||
|
||||
if (gunJoint != null) GameMain.World.RemoveJoint(gunJoint);
|
||||
gunJoint = new DistanceJoint(item.body.FarseerBody, body, BarrelPos,
|
||||
new Vector2(sectionLength / 2, 0.0f));
|
||||
|
||||
gunJoint.Length = sectionLength;
|
||||
|
||||
//gunJoint.LocalAnchorA = BarrelPos;
|
||||
//gunJoint.LocalAnchorB = new Vector2(sectionLength / 2, 0.0f);
|
||||
//gunJoint.UpperLimit = sectionLength;
|
||||
//gunJoint.LowerLimit = 0.0f;
|
||||
//gunJoint.LimitEnabled = true;
|
||||
//gunJoint.ReferenceAngle = 0.0f;
|
||||
|
||||
GameMain.World.AddJoint(gunJoint);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,83 @@
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class AndComponent : ItemComponent
|
||||
{
|
||||
protected string output, falseOutput;
|
||||
|
||||
//an array to keep track of how long ago a non-zero signal was received on both inputs
|
||||
protected float[] timeSinceReceived;
|
||||
|
||||
//the output is sent if both inputs have received a signal within the timeframe
|
||||
protected float timeFrame;
|
||||
|
||||
[InGameEditable, HasDefaultValue(0.0f, true)]
|
||||
public float TimeFrame
|
||||
{
|
||||
get { return timeFrame; }
|
||||
set
|
||||
{
|
||||
timeFrame = Math.Max(0.0f, value);
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable, HasDefaultValue("1", true)]
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set { output = value; }
|
||||
}
|
||||
|
||||
[InGameEditable, HasDefaultValue("", true)]
|
||||
public string FalseOutput
|
||||
{
|
||||
get { return falseOutput; }
|
||||
set { falseOutput = value; }
|
||||
}
|
||||
|
||||
public AndComponent(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
timeSinceReceived = new float[] { Math.Max(timeFrame*2.0f,0.1f), Math.Max(timeFrame*2.0f, 0.1f) };
|
||||
|
||||
//output = "1";
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
bool sendOutput = true;
|
||||
for (int i = 0; i<timeSinceReceived.Length; i++)
|
||||
{
|
||||
if (timeSinceReceived[i] > timeFrame) sendOutput = false;
|
||||
timeSinceReceived[i] += deltaTime;
|
||||
}
|
||||
|
||||
string signalOut = sendOutput ? output : falseOutput;
|
||||
if (string.IsNullOrEmpty(signalOut)) return;
|
||||
|
||||
item.SendSignal(0, signalOut, "signal_out", null);
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "signal_in1":
|
||||
if (signal == "0") return;
|
||||
timeSinceReceived[0] = 0.0f;
|
||||
IsActive = true;
|
||||
break;
|
||||
case "signal_in2":
|
||||
if (signal == "0") return;
|
||||
timeSinceReceived[1] = 0.0f;
|
||||
IsActive = true;
|
||||
break;
|
||||
case "set_output":
|
||||
output = signal;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,486 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
|
||||
class Connection
|
||||
{
|
||||
private static Texture2D panelTexture;
|
||||
private static Sprite connector;
|
||||
private static Sprite wireVertical;
|
||||
|
||||
//how many wires can be linked to a single connector
|
||||
public const int MaxLinked = 5;
|
||||
|
||||
public readonly string Name;
|
||||
|
||||
public Wire[] Wires;
|
||||
|
||||
private Item item;
|
||||
|
||||
public readonly bool IsOutput;
|
||||
|
||||
private static Wire draggingConnected;
|
||||
|
||||
private List<StatusEffect> effects;
|
||||
|
||||
public readonly ushort[] wireId;
|
||||
|
||||
public bool IsPower
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public List<Connection> Recipients
|
||||
{
|
||||
get
|
||||
{
|
||||
List<Connection> recipients = new List<Connection>();
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null) continue;
|
||||
Connection recipient = Wires[i].OtherConnection(this);
|
||||
if (recipient != null) recipients.Add(recipient);
|
||||
}
|
||||
return recipients;
|
||||
}
|
||||
}
|
||||
|
||||
public Item Item
|
||||
{
|
||||
get { return item; }
|
||||
}
|
||||
|
||||
public Connection(XElement element, Item item)
|
||||
{
|
||||
|
||||
if (connector == null)
|
||||
{
|
||||
panelTexture = Sprite.LoadTexture("Content/Items/connectionpanel.png");
|
||||
|
||||
connector = new Sprite(panelTexture, new Rectangle(470, 102, 19, 43), Vector2.Zero, 0.0f);
|
||||
connector.Origin = new Vector2(9.5f, 10.0f);
|
||||
|
||||
wireVertical = new Sprite(panelTexture, new Rectangle(408, 1, 11, 102), Vector2.Zero, 0.0f);
|
||||
}
|
||||
|
||||
this.item = item;
|
||||
|
||||
//recipient = new Connection[MaxLinked];
|
||||
Wires = new Wire[MaxLinked];
|
||||
|
||||
IsOutput = (element.Name.ToString() == "output");
|
||||
Name = ToolBox.GetAttributeString(element, "name", (IsOutput) ? "output" : "input");
|
||||
|
||||
IsPower = Name == "power_in" || Name == "power" || Name == "power_out";
|
||||
|
||||
effects = new List<StatusEffect>();
|
||||
|
||||
wireId = new ushort[MaxLinked];
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "link":
|
||||
int index = -1;
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (wireId[i] < 1) index = i;
|
||||
}
|
||||
if (index == -1) break;
|
||||
|
||||
int id = ToolBox.GetAttributeInt(subElement, "w", 0);
|
||||
if (id < 0) id = 0;
|
||||
wireId[index] = (ushort)id;
|
||||
|
||||
break;
|
||||
|
||||
case "statuseffect":
|
||||
effects.Add(StatusEffect.Load(subElement));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int FindEmptyIndex()
|
||||
{
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
//public int FindLinkIndex(Item item)
|
||||
//{
|
||||
// for (int i = 0; i < MaxLinked; i++)
|
||||
// {
|
||||
// if (item == null && recipient[i] == null) return i;
|
||||
// if (recipient[i]!=null && recipient[i].item == item) return i;
|
||||
// }
|
||||
// return -1;
|
||||
//}
|
||||
|
||||
public int FindWireIndex(Item wireItem)
|
||||
{
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null && wireItem == null) return i;
|
||||
if (Wires[i] != null && Wires[i].Item == wireItem) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
public void TryAddLink(Wire wire)
|
||||
{
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null)
|
||||
{
|
||||
Wires[i] = wire;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void AddLink(int index, Wire wire)
|
||||
{
|
||||
Wires[index] = wire;
|
||||
}
|
||||
|
||||
public void SendSignal(int stepsTaken, string signal, Item source, Character sender, float power)
|
||||
{
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null) continue;
|
||||
|
||||
Connection recipient = Wires[i].OtherConnection(this);
|
||||
if (recipient == null) continue;
|
||||
if (recipient.item == this.item || recipient.item == source) continue;
|
||||
|
||||
foreach (ItemComponent ic in recipient.item.components)
|
||||
{
|
||||
ic.ReceiveSignal(stepsTaken, signal, recipient, item, sender, power);
|
||||
}
|
||||
|
||||
foreach (StatusEffect effect in recipient.effects)
|
||||
{
|
||||
|
||||
//effect.Apply(ActionType.OnUse, 1.0f, recipient.item, recipient.item);
|
||||
recipient.item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearConnections()
|
||||
{
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null) continue;
|
||||
|
||||
Wires[i].RemoveConnection(this);
|
||||
Wires[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static void DrawConnections(SpriteBatch spriteBatch, ConnectionPanel panel, Character character)
|
||||
{
|
||||
|
||||
int width = 400, height = 200;
|
||||
int x = GameMain.GraphicsWidth / 2 - width / 2, y = GameMain.GraphicsHeight - height;
|
||||
|
||||
Rectangle panelRect = new Rectangle(x, y, width, height);
|
||||
|
||||
spriteBatch.Draw(panelTexture, panelRect, new Rectangle(0, 512 - height, width, height), Color.White);
|
||||
|
||||
//GUI.DrawRectangle(spriteBatch, panelRect, Color.Black, true);
|
||||
|
||||
bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition);
|
||||
|
||||
int totalWireCount = 0;
|
||||
foreach (Connection c in panel.Connections)
|
||||
{
|
||||
totalWireCount += c.Wires.Count(w => w != null);
|
||||
}
|
||||
|
||||
Wire equippedWire = null;
|
||||
|
||||
//if the Character using the panel has a wire item equipped
|
||||
//and the wire hasn't been connected yet, draw it on the panel
|
||||
for (int i = 0; i < character.SelectedItems.Length; i++)
|
||||
{
|
||||
Item selectedItem = character.SelectedItems[i];
|
||||
|
||||
if (selectedItem == null) continue;
|
||||
|
||||
Wire wireComponent = selectedItem.GetComponent<Wire>();
|
||||
if (wireComponent != null) equippedWire = wireComponent;
|
||||
}
|
||||
|
||||
Vector2 rightPos = new Vector2(x + width - 130, y + 50);
|
||||
Vector2 leftPos = new Vector2(x + 130, y + 50);
|
||||
|
||||
Vector2 rightWirePos = new Vector2(x + width - 5, y + 30);
|
||||
|
||||
Vector2 leftWirePos = new Vector2(x + 5, y + 30);
|
||||
|
||||
int wireInterval = (height - 20) / Math.Max(totalWireCount, 1);
|
||||
|
||||
foreach (Connection c in panel.Connections)
|
||||
{
|
||||
//if dragging a wire, let the Inventory know so that the wire can be
|
||||
//dropped or dragged from the panel to the players inventory
|
||||
if (draggingConnected != null)
|
||||
{
|
||||
int linkIndex = c.FindWireIndex(draggingConnected.Item);
|
||||
if (linkIndex > -1)
|
||||
{
|
||||
Inventory.draggingItem = c.Wires[linkIndex].Item;
|
||||
}
|
||||
}
|
||||
|
||||
//outputs are drawn at the right side of the panel, inputs at the left
|
||||
if (c.IsOutput)
|
||||
{
|
||||
c.Draw(spriteBatch, panel.Item, rightPos,
|
||||
new Vector2(rightPos.X - GUI.SmallFont.MeasureString(c.Name).X - 20, rightPos.Y + 3),
|
||||
rightWirePos,
|
||||
mouseInRect, equippedWire,
|
||||
wireInterval);
|
||||
|
||||
rightPos.Y += 30;
|
||||
rightWirePos.Y += c.Wires.Count(w => w != null) * wireInterval;
|
||||
}
|
||||
else
|
||||
{
|
||||
c.Draw(spriteBatch, panel.Item, leftPos,
|
||||
new Vector2(leftPos.X + 20, leftPos.Y - 12),
|
||||
leftWirePos,
|
||||
mouseInRect, equippedWire,
|
||||
wireInterval);
|
||||
|
||||
leftPos.Y += 30;
|
||||
leftWirePos.Y += c.Wires.Count(w => w != null) * wireInterval;
|
||||
//leftWireX -= wireInterval;
|
||||
}
|
||||
}
|
||||
|
||||
if (draggingConnected != null)
|
||||
{
|
||||
DrawWire(spriteBatch, draggingConnected, draggingConnected.Item, PlayerInput.MousePosition, new Vector2(x + width / 2, y + height), mouseInRect, null);
|
||||
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
if (GameMain.Client != null)
|
||||
{
|
||||
panel.Item.CreateClientEvent<ConnectionPanel>(panel);
|
||||
}
|
||||
else if (GameMain.Server != null)
|
||||
{
|
||||
panel.Item.CreateServerEvent<ConnectionPanel>(panel);
|
||||
}
|
||||
|
||||
draggingConnected = null;
|
||||
}
|
||||
}
|
||||
|
||||
//if the Character using the panel has a wire item equipped
|
||||
//and the wire hasn't been connected yet, draw it on the panel
|
||||
if (equippedWire != null)
|
||||
{
|
||||
if (panel.Connections.Find(c => c.Wires.Contains(equippedWire)) == null)
|
||||
{
|
||||
DrawWire(spriteBatch, equippedWire, equippedWire.Item,
|
||||
new Vector2(x + width / 2, y + height - 100),
|
||||
new Vector2(x + width / 2, y + height), mouseInRect, null);
|
||||
|
||||
if (draggingConnected == equippedWire) Inventory.draggingItem = equippedWire.Item;
|
||||
}
|
||||
}
|
||||
|
||||
//stop dragging a wire item if cursor is outside the panel
|
||||
if (mouseInRect) Inventory.draggingItem = null;
|
||||
|
||||
|
||||
spriteBatch.Draw(panelTexture, panelRect, new Rectangle(0, 0, width, height), Color.White);
|
||||
|
||||
}
|
||||
|
||||
private void Draw(SpriteBatch spriteBatch, Item item, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval)
|
||||
{
|
||||
//spriteBatch.DrawString(GUI.SmallFont, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White);
|
||||
GUI.DrawString(spriteBatch, labelPos, Name, IsPower ? Color.Red : Color.White, Color.Black, 0, GUI.SmallFont);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)position.X - 10, (int)position.Y - 10, 20, 20), Color.White);
|
||||
spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(64, 256, 32, 32), Color.White);
|
||||
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null || Wires[i].Hidden || draggingConnected == Wires[i]) continue;
|
||||
|
||||
Connection recipient = Wires[i].OtherConnection(this);
|
||||
|
||||
DrawWire(spriteBatch, Wires[i], (recipient == null) ? Wires[i].Item : recipient.item, position, wirePosition, mouseIn, equippedWire);
|
||||
|
||||
wirePosition.Y += wireInterval;
|
||||
}
|
||||
|
||||
if (draggingConnected != null && Vector2.Distance(position, PlayerInput.MousePosition) < 13.0f)
|
||||
{
|
||||
spriteBatch.Draw(panelTexture, position - new Vector2(21.5f, 21.5f), new Rectangle(106, 250, 43, 43), Color.White);
|
||||
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
//find an empty cell for the new connection
|
||||
int index = FindWireIndex(null);
|
||||
|
||||
if (index > -1 && !Wires.Contains(draggingConnected))
|
||||
{
|
||||
bool alreadyConnected = draggingConnected.IsConnectedTo(item);
|
||||
|
||||
draggingConnected.RemoveConnection(item);
|
||||
|
||||
if (draggingConnected.Connect(this, !alreadyConnected, true)) Wires[index] = draggingConnected;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int screwIndex = (position.Y % 60 < 30) ? 0 : 1;
|
||||
|
||||
if (Wires.Any(w => w != null && w != draggingConnected))
|
||||
{
|
||||
spriteBatch.Draw(panelTexture, position - new Vector2(16.0f, 16.0f), new Rectangle(screwIndex * 32, 256, 32, 32), Color.White);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private static void DrawWire(SpriteBatch spriteBatch, Wire wire, Item item, Vector2 end, Vector2 start, bool mouseIn, Wire equippedWire)
|
||||
{
|
||||
if (draggingConnected == wire)
|
||||
{
|
||||
if (!mouseIn) return;
|
||||
end = PlayerInput.MousePosition;
|
||||
start.X = (start.X + end.X) / 2.0f;
|
||||
}
|
||||
|
||||
int textX = (int)start.X;
|
||||
if (start.X < end.X)
|
||||
textX -= 10;
|
||||
else
|
||||
textX += 10;
|
||||
|
||||
bool canDrag = equippedWire == null || equippedWire == wire;
|
||||
|
||||
float alpha = canDrag ? 1.0f : 0.5f;
|
||||
|
||||
bool mouseOn =
|
||||
canDrag &&
|
||||
((PlayerInput.MousePosition.X > Math.Min(start.X, end.X) &&
|
||||
PlayerInput.MousePosition.X < Math.Max(start.X, end.X) &&
|
||||
MathUtils.LineToPointDistance(start, end, PlayerInput.MousePosition) < 6) ||
|
||||
Vector2.Distance(end, PlayerInput.MousePosition) < 20.0f ||
|
||||
new Rectangle((start.X < end.X) ? textX - 100 : textX, (int)start.Y - 5, 100, 14).Contains(PlayerInput.MousePosition));
|
||||
|
||||
string label = wire.Locked ? item.Name + "\n(Locked)" : item.Name;
|
||||
|
||||
GUI.DrawString(spriteBatch,
|
||||
new Vector2(start.X < end.X ? textX - GUI.SmallFont.MeasureString(label).X : textX, start.Y - 5.0f),
|
||||
label,
|
||||
(mouseOn ? Color.Gold : Color.White) * (wire.Locked ? 0.6f : 1.0f), Color.Black * 0.8f,
|
||||
3, GUI.SmallFont);
|
||||
|
||||
var wireEnd = end + Vector2.Normalize(start - end) * 30.0f;
|
||||
|
||||
float dist = Vector2.Distance(start, wireEnd);
|
||||
|
||||
if (mouseOn)
|
||||
{
|
||||
spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point(18, (int)dist)), wireVertical.SourceRect,
|
||||
Color.Gold,
|
||||
MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, //angle of line (calulated above)
|
||||
new Vector2(6, 0), // point in line about which to rotate
|
||||
SpriteEffects.None,
|
||||
0.0f);
|
||||
}
|
||||
spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point(12, (int)dist)), wireVertical.SourceRect,
|
||||
wire.Item.Color * alpha,
|
||||
MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, //angle of line (calulated above)
|
||||
new Vector2(6, 0), // point in line about which to rotate
|
||||
SpriteEffects.None,
|
||||
0.0f);
|
||||
|
||||
connector.Draw(spriteBatch, end, Color.White, new Vector2(10.0f, 10.0f), MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2);
|
||||
|
||||
if (draggingConnected == null && canDrag)
|
||||
{
|
||||
if (mouseOn)
|
||||
{
|
||||
ConnectionPanel.HighlightedWire = wire;
|
||||
|
||||
if (!wire.Locked)
|
||||
{
|
||||
//start dragging the wire
|
||||
if (PlayerInput.LeftButtonHeld()) draggingConnected = wire;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Save(XElement parentElement)
|
||||
{
|
||||
XElement newElement = new XElement(IsOutput ? "output" : "input", new XAttribute("name", Name));
|
||||
|
||||
Array.Sort(Wires, delegate(Wire wire1, Wire wire2)
|
||||
{
|
||||
if (wire1 == null) return 1;
|
||||
if (wire2 == null) return -1;
|
||||
return wire1.Item.ID.CompareTo(wire2.Item.ID);
|
||||
});
|
||||
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (Wires[i] == null) continue;
|
||||
|
||||
//Connection recipient = wires[i].OtherConnection(this);
|
||||
|
||||
//int connectionIndex = recipient.item.Connections.FindIndex(x => x == recipient);
|
||||
newElement.Add(new XElement("link",
|
||||
new XAttribute("w", Wires[i].Item.ID.ToString())));
|
||||
}
|
||||
|
||||
parentElement.Add(newElement);
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void ConnectLinked()
|
||||
{
|
||||
if (wireId == null) return;
|
||||
|
||||
for (int i = 0; i < MaxLinked; i++)
|
||||
{
|
||||
if (wireId[i] == 0) continue;
|
||||
|
||||
Item wireItem = MapEntity.FindEntityByID(wireId[i]) as Item;
|
||||
|
||||
if (wireItem == null) continue;
|
||||
Wires[i] = wireItem.GetComponent<Wire>();
|
||||
|
||||
if (Wires[i] != null)
|
||||
{
|
||||
if (Wires[i].Item.body != null) Wires[i].Item.body.Enabled = false;
|
||||
Wires[i].Connect(this, false, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,269 @@
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using Lidgren.Network;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable
|
||||
{
|
||||
public static Wire HighlightedWire;
|
||||
|
||||
public List<Connection> Connections;
|
||||
|
||||
Character user;
|
||||
|
||||
public ConnectionPanel(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
Connections = new List<Connection>();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString())
|
||||
{
|
||||
case "input":
|
||||
Connections.Add(new Connection(subElement, item));
|
||||
break;
|
||||
case "output":
|
||||
Connections.Add(new Connection(subElement, item));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void UpdateHUD(Character character)
|
||||
{
|
||||
if (character != Character.Controlled || character != user) return;
|
||||
|
||||
if (Screen.Selected != GameMain.EditMapScreen &&
|
||||
character.IsKeyHit(InputType.Select) &&
|
||||
character.SelectedConstruction == this.item) character.SelectedConstruction = null;
|
||||
|
||||
if (HighlightedWire != null)
|
||||
{
|
||||
HighlightedWire.Item.IsHighlighted = true;
|
||||
if (HighlightedWire.Connections[0] != null && HighlightedWire.Connections[0].Item != null) HighlightedWire.Connections[0].Item.IsHighlighted = true;
|
||||
if (HighlightedWire.Connections[1] != null && HighlightedWire.Connections[1].Item != null) HighlightedWire.Connections[1].Item.IsHighlighted = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
if (character != Character.Controlled || character != user) return;
|
||||
|
||||
HighlightedWire = null;
|
||||
Connection.DrawConnections(spriteBatch, this, character);
|
||||
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement componentElement = base.Save(parentElement);
|
||||
|
||||
foreach (Connection c in Connections)
|
||||
{
|
||||
c.Save(componentElement);
|
||||
}
|
||||
|
||||
return componentElement;
|
||||
}
|
||||
|
||||
public override void OnMapLoaded()
|
||||
{
|
||||
foreach (Connection c in Connections)
|
||||
{
|
||||
c.ConnectLinked();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (user != null && user.SelectedConstruction != item) user = null;
|
||||
}
|
||||
|
||||
public override bool Select(Character picker)
|
||||
{
|
||||
user = picker;
|
||||
IsActive = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == null || character!=user) return false;
|
||||
|
||||
var powered = item.GetComponent<Powered>();
|
||||
if (powered != null)
|
||||
{
|
||||
if (powered.Voltage < 0.1f) return false;
|
||||
}
|
||||
|
||||
float degreeOfSuccess = DegreeOfSuccess(character);
|
||||
if (Rand.Range(0.0f, 50.0f) < degreeOfSuccess) return false;
|
||||
|
||||
character.SetStun(5.0f);
|
||||
|
||||
item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, character);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Load(XElement element)
|
||||
{
|
||||
base.Load(element);
|
||||
|
||||
List<Connection> loadedConnections = new List<Connection>();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString())
|
||||
{
|
||||
case "input":
|
||||
loadedConnections.Add(new Connection(subElement, item));
|
||||
break;
|
||||
case "output":
|
||||
loadedConnections.Add(new Connection(subElement, item));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i<loadedConnections.Count && i<Connections.Count; i++)
|
||||
{
|
||||
loadedConnections[i].wireId.CopyTo(Connections[i].wireId, 0);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
foreach (Connection c in Connections)
|
||||
{
|
||||
foreach (Wire wire in c.Wires)
|
||||
{
|
||||
if (wire == null) continue;
|
||||
|
||||
if (wire.OtherConnection(c) == null) //wire not connected to anything else
|
||||
{
|
||||
wire.Item.Drop(null);
|
||||
}
|
||||
else
|
||||
{
|
||||
wire.RemoveConnection(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
foreach (Connection connection in Connections)
|
||||
{
|
||||
Wire[] wires = Array.FindAll(connection.Wires, w => w != null);
|
||||
msg.WriteRangedInteger(0, Connection.MaxLinked, wires.Length);
|
||||
for (int i = 0; i < wires.Length; i++)
|
||||
{
|
||||
msg.Write(wires[i].Item.ID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
int[] wireCounts = new int[Connections.Count];
|
||||
Wire[,] wires = new Wire[Connections.Count, Connection.MaxLinked];
|
||||
|
||||
//read wire IDs for each connection
|
||||
for (int i = 0; i < Connections.Count; i++)
|
||||
{
|
||||
wireCounts[i] = msg.ReadRangedInteger(0, Connection.MaxLinked);
|
||||
for (int j = 0; j < wireCounts[i]; j++)
|
||||
{
|
||||
ushort wireId = msg.ReadUInt16();
|
||||
|
||||
Item wireItem = MapEntity.FindEntityByID(wireId) as Item;
|
||||
if (wireItem == null) continue;
|
||||
|
||||
Wire wireComponent = wireItem.GetComponent<Wire>();
|
||||
if (wireComponent != null)
|
||||
{
|
||||
wires[i, j] = wireComponent;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
item.CreateServerEvent<ConnectionPanel>(this);
|
||||
|
||||
//check if the character can access this connectionpanel
|
||||
//and all the wires they're trying to connect
|
||||
if (!item.CanClientAccess(c)) return;
|
||||
foreach (Wire wire in wires)
|
||||
{
|
||||
if (wire != null)
|
||||
{
|
||||
//wire not found in any of the connections yet (client is trying to connect a new wire)
|
||||
// -> we need to check if the client has access to it
|
||||
if (!Connections.Any(connection => connection.Wires.Contains(wire)))
|
||||
{
|
||||
if (!wire.Item.CanClientAccess(c)) return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Networking.GameServer.Log(item.Name + " rewired by " + c.Character.Name, ServerLog.MessageType.ItemInteraction);
|
||||
|
||||
//update the connections
|
||||
for (int i = 0; i < Connections.Count; i++)
|
||||
{
|
||||
Connections[i].ClearConnections();
|
||||
|
||||
for (int j = 0; j < wireCounts[i]; j++)
|
||||
{
|
||||
if (wires[i, j] == null) continue;
|
||||
|
||||
Connections[i].Wires[j] = wires[i,j];
|
||||
wires[i, j].Connect(Connections[i], true);
|
||||
|
||||
var otherConnection = Connections[i].Wires[j].OtherConnection(Connections[i]);
|
||||
|
||||
Networking.GameServer.Log(
|
||||
item.Name + " (" + Connections[i].Name + ") -> " +
|
||||
(otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"), ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
ClientWrite(msg, extraData);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
foreach (Connection connection in Connections)
|
||||
{
|
||||
connection.ClearConnections();
|
||||
int wireCount = msg.ReadRangedInteger(0, Connection.MaxLinked);
|
||||
for (int i = 0; i < wireCount; i++)
|
||||
{
|
||||
ushort wireId = msg.ReadUInt16();
|
||||
|
||||
Item wireItem = MapEntity.FindEntityByID(wireId) as Item;
|
||||
if (wireItem == null) continue;
|
||||
|
||||
Wire wireComponent = wireItem.GetComponent<Wire>();
|
||||
if (wireComponent == null) continue;
|
||||
|
||||
connection.Wires[i] = wireComponent;
|
||||
wireComponent.Connect(connection, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,61 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class DelayComponent : ItemComponent
|
||||
{
|
||||
const int SignalQueueSize = 500;
|
||||
|
||||
//the output is sent if both inputs have received a signal within the timeframe
|
||||
private TimeSpan delay;
|
||||
|
||||
private Queue<Tuple<string, DateTime>> signalQueue;
|
||||
|
||||
[InGameEditable, HasDefaultValue(1.0f, true)]
|
||||
public float Delay
|
||||
{
|
||||
get { return (float)delay.TotalSeconds; }
|
||||
set
|
||||
{
|
||||
float seconds = MathHelper.Clamp(value, 0.0f, 60.0f);
|
||||
|
||||
delay = new TimeSpan(0,0,0,0, (int)(seconds*1000.0f));
|
||||
}
|
||||
}
|
||||
|
||||
public DelayComponent(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
signalQueue = new Queue<Tuple<string, DateTime>>();
|
||||
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
while (signalQueue.Any() && signalQueue.Peek().Item2 + delay <= DateTime.Now)
|
||||
{
|
||||
var signalOut = signalQueue.Dequeue();
|
||||
|
||||
item.SendSignal(0, signalOut.Item1, "signal_out", null);
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "signal_in":
|
||||
if (signalQueue.Count >= SignalQueueSize) return;
|
||||
|
||||
signalQueue.Enqueue(new Tuple<string, DateTime>(signal, DateTime.Now));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,224 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Barotrauma.Lights;
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class LightComponent : Powered, IServerSerializable, IDrawableComponent
|
||||
{
|
||||
|
||||
private Color lightColor;
|
||||
|
||||
private LightSource light;
|
||||
|
||||
private float range;
|
||||
|
||||
private float lightBrightness;
|
||||
|
||||
private float flicker;
|
||||
|
||||
private bool castShadows;
|
||||
|
||||
[Editable, HasDefaultValue(100.0f, true)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
set
|
||||
{
|
||||
range = MathHelper.Clamp(value, 0.0f, 2048.0f);
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(true, true)]
|
||||
public bool CastShadows
|
||||
{
|
||||
get { return castShadows; }
|
||||
set
|
||||
{
|
||||
castShadows = value;
|
||||
if (light != null) light.CastShadows = value;
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(false, true)]
|
||||
public bool IsOn
|
||||
{
|
||||
get { return IsActive; }
|
||||
set
|
||||
{
|
||||
if (IsActive == value) return;
|
||||
|
||||
IsActive = value;
|
||||
if (GameMain.Server != null) item.CreateServerEvent(this);
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float Flicker
|
||||
{
|
||||
get { return flicker; }
|
||||
set
|
||||
{
|
||||
flicker = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable, HasDefaultValue("1.0,1.0,1.0,1.0", true)]
|
||||
public string LightColor
|
||||
{
|
||||
get { return ToolBox.Vector4ToString(lightColor.ToVector4(), "0.00"); }
|
||||
set
|
||||
{
|
||||
Vector4 newColor = ToolBox.ParseToVector4(value, false);
|
||||
newColor.X = MathHelper.Clamp(newColor.X, 0.0f, 1.0f);
|
||||
newColor.Y = MathHelper.Clamp(newColor.Y, 0.0f, 1.0f);
|
||||
newColor.Z = MathHelper.Clamp(newColor.Z, 0.0f, 1.0f);
|
||||
newColor.W = MathHelper.Clamp(newColor.W, 0.0f, 1.0f);
|
||||
lightColor = new Color(newColor);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Move(Vector2 amount)
|
||||
{
|
||||
light.Position += amount;
|
||||
}
|
||||
|
||||
public override bool IsActive
|
||||
{
|
||||
get
|
||||
{
|
||||
return base.IsActive;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
base.IsActive = value;
|
||||
|
||||
if (light == null) return;
|
||||
light.Color = value ? lightColor : Color.Transparent;
|
||||
if (!value) lightBrightness = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
public LightComponent(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
light = new LightSource(element);
|
||||
light.ParentSub = item.CurrentHull == null ? null : item.CurrentHull.Submarine;
|
||||
light.Position = item.Position;
|
||||
light.CastShadows = castShadows;
|
||||
|
||||
IsActive = IsOn;
|
||||
|
||||
//foreach (XElement subElement in element.Elements())
|
||||
//{
|
||||
// if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
|
||||
|
||||
// light.LightSprite = new Sprite(subElement);
|
||||
// break;
|
||||
//}
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
base.Update(deltaTime, cam);
|
||||
|
||||
light.ParentSub = item.Submarine;
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime);
|
||||
|
||||
if (item.Container != null)
|
||||
{
|
||||
light.Color = Color.Transparent;
|
||||
return;
|
||||
}
|
||||
|
||||
if (item.body != null)
|
||||
{
|
||||
light.Position = item.Position;
|
||||
light.Rotation = item.body.Dir > 0.0f ? item.body.Rotation : item.body.Rotation - MathHelper.Pi;
|
||||
|
||||
if (!item.body.Enabled)
|
||||
{
|
||||
light.Color = Color.Transparent;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (powerConsumption == 0.0f)
|
||||
{
|
||||
voltage = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
currPowerConsumption = powerConsumption;
|
||||
}
|
||||
|
||||
if (Rand.Range(0.0f, 1.0f) < 0.05f && voltage < Rand.Range(0.0f, minVoltage))
|
||||
{
|
||||
if (voltage > 0.1f) sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 400.0f, item.WorldPosition);
|
||||
lightBrightness = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
lightBrightness = MathHelper.Lerp(lightBrightness, Math.Min(voltage, 1.0f), 0.1f);
|
||||
}
|
||||
|
||||
light.Color = lightColor * lightBrightness * (1.0f-Rand.Range(0.0f,Flicker));
|
||||
light.Range = range * (float)Math.Sqrt(lightBrightness);
|
||||
|
||||
voltage = 0.0f;
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
if (light.LightSprite != null && (item.body == null || item.body.Enabled))
|
||||
{
|
||||
light.LightSprite.Draw(spriteBatch, new Vector2(item.DrawPosition.X, -item.DrawPosition.Y), lightColor * lightBrightness, 0.0f, 1.0f, Microsoft.Xna.Framework.Graphics.SpriteEffects.None, item.Sprite.Depth - 0.0001f);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
base.RemoveComponentSpecific();
|
||||
|
||||
light.Remove();
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
|
||||
{
|
||||
base.ReceiveSignal(stepsTaken, signal, connection, source, sender, power);
|
||||
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "toggle":
|
||||
IsActive = !IsActive;
|
||||
break;
|
||||
case "set_state":
|
||||
IsActive = (signal != "0");
|
||||
break;
|
||||
case "set_color":
|
||||
LightColor = signal;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write(IsOn);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
IsOn = msg.ReadBoolean();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,91 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class MotionSensor : ItemComponent
|
||||
{
|
||||
private const float UpdateInterval = 0.1f;
|
||||
|
||||
private string output, falseOutput;
|
||||
|
||||
private bool motionDetected;
|
||||
|
||||
private float range;
|
||||
|
||||
private float updateTimer;
|
||||
|
||||
[InGameEditable, HasDefaultValue(0.0f, true)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
set
|
||||
{
|
||||
range = MathHelper.Clamp(value, 0.0f, 500.0f);
|
||||
}
|
||||
}
|
||||
|
||||
[InGameEditable, HasDefaultValue("1", true)]
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set { output = value; }
|
||||
}
|
||||
|
||||
[InGameEditable, HasDefaultValue("", true)]
|
||||
public string FalseOutput
|
||||
{
|
||||
get { return falseOutput; }
|
||||
set { falseOutput = value; }
|
||||
}
|
||||
|
||||
public MotionSensor(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (motionDetected)
|
||||
{
|
||||
item.SendSignal(1, output, "state_out", null);
|
||||
}
|
||||
else if (!string.IsNullOrWhiteSpace(falseOutput))
|
||||
{
|
||||
item.SendSignal(1, falseOutput, "state_out", null);
|
||||
}
|
||||
|
||||
updateTimer -= deltaTime;
|
||||
if (updateTimer > 0.0f) return;
|
||||
|
||||
motionDetected = false;
|
||||
updateTimer = UpdateInterval;
|
||||
|
||||
if (item.body != null && item.body.Enabled)
|
||||
{
|
||||
if (Math.Abs(item.body.LinearVelocity.X) > 0.01f || Math.Abs(item.body.LinearVelocity.Y) > 0.1f)
|
||||
{
|
||||
motionDetected = true;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (Math.Abs(c.WorldPosition.X - item.WorldPosition.X) < range &&
|
||||
Math.Abs(c.WorldPosition.Y - item.WorldPosition.Y) < range)
|
||||
{
|
||||
if (!c.AnimController.Limbs.Any(l => l.body.FarseerBody.Awake)) continue;
|
||||
|
||||
motionDetected = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class NotComponent : ItemComponent
|
||||
{
|
||||
public NotComponent(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
|
||||
{
|
||||
if (connection.Name != "signal_in") return;
|
||||
|
||||
item.SendSignal(stepsTaken, signal=="0" ? "1" : "0", "signal_out", sender);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class OrComponent : AndComponent
|
||||
{
|
||||
public OrComponent(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
bool sendOutput = false;
|
||||
for (int i = 0; i<timeSinceReceived.Length; i++)
|
||||
{
|
||||
if (timeSinceReceived[i] <= timeFrame) sendOutput = true;
|
||||
timeSinceReceived[i] += deltaTime;
|
||||
}
|
||||
|
||||
string signalOut = sendOutput ? output : falseOutput;
|
||||
if (string.IsNullOrEmpty(signalOut)) return;
|
||||
|
||||
item.SendSignal(0, signalOut, "signal_out", null);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class OxygenDetector : ItemComponent
|
||||
{
|
||||
public OxygenDetector(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (item.CurrentHull == null) return;
|
||||
|
||||
item.SendSignal(0, ((int)item.CurrentHull.OxygenPercentage).ToString(), "signal_out", null);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,93 @@
|
||||
using System.Xml.Linq;
|
||||
using System.Text.RegularExpressions;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class RegExFindComponent : ItemComponent
|
||||
{
|
||||
private string output;
|
||||
|
||||
private string expression;
|
||||
|
||||
private string receivedSignal;
|
||||
private string previousReceivedSignal;
|
||||
|
||||
bool previousResult;
|
||||
|
||||
private Regex regex;
|
||||
|
||||
[InGameEditable, HasDefaultValue("1", true)]
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set { output = value; }
|
||||
}
|
||||
|
||||
[InGameEditable, HasDefaultValue("", true)]
|
||||
public string Expression
|
||||
{
|
||||
get { return expression; }
|
||||
set
|
||||
{
|
||||
if (expression == value) return;
|
||||
expression = value;
|
||||
previousReceivedSignal = "";
|
||||
|
||||
try
|
||||
{
|
||||
regex = new Regex(@expression);
|
||||
}
|
||||
|
||||
catch
|
||||
{
|
||||
item.SendSignal(0, "ERROR", "signal_out", null);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public RegExFindComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(expression) || regex==null) return;
|
||||
|
||||
if (receivedSignal != previousReceivedSignal)
|
||||
{
|
||||
try
|
||||
{
|
||||
Match match = regex.Match(receivedSignal);
|
||||
previousResult = match.Success;
|
||||
previousReceivedSignal = receivedSignal;
|
||||
|
||||
}
|
||||
catch
|
||||
{
|
||||
item.SendSignal(0, "ERROR", "signal_out", null);
|
||||
previousResult = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
item.SendSignal(0, previousResult ? output : "0", "signal_out", null);
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "signal_in":
|
||||
receivedSignal = signal;
|
||||
break;
|
||||
case "set_output":
|
||||
output = signal;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,108 @@
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using System;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class RelayComponent : PowerTransfer, IServerSerializable
|
||||
{
|
||||
private float maxPower;
|
||||
|
||||
[Editable, HasDefaultValue(1000.0f, true)]
|
||||
public float MaxPower
|
||||
{
|
||||
get { return maxPower; }
|
||||
set
|
||||
{
|
||||
maxPower = Math.Max(0.0f, value);
|
||||
}
|
||||
}
|
||||
|
||||
private bool isOn;
|
||||
|
||||
[Editable, HasDefaultValue(false, true)]
|
||||
public bool IsOn
|
||||
{
|
||||
get
|
||||
{
|
||||
return IsActive;
|
||||
}
|
||||
set
|
||||
{
|
||||
isOn = value;
|
||||
IsActive = value;
|
||||
if (!IsActive)
|
||||
{
|
||||
currPowerConsumption = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public RelayComponent(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
IsActive = isOn;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
base.Update(deltaTime, cam);
|
||||
|
||||
item.SendSignal(0, IsOn ? "1" : "0", "state_out", null);
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
|
||||
{
|
||||
if (connection.IsPower && connection.Name.Contains("_out")) return;
|
||||
|
||||
if (item.Condition <= 0.0f) return;
|
||||
|
||||
if (power > maxPower) item.Condition = 0.0f;
|
||||
|
||||
if (connection.Name.Contains("_in"))
|
||||
{
|
||||
if (!IsOn) return;
|
||||
|
||||
string outConnection = connection.Name.Contains("power_in") ? "power_out" : "signal_out";
|
||||
|
||||
int connectionNumber = -1;
|
||||
int.TryParse(connection.Name.Substring(connection.Name.Length - 1, 1), out connectionNumber);
|
||||
|
||||
if (connectionNumber > 0) outConnection += connectionNumber;
|
||||
|
||||
item.SendSignal(stepsTaken, signal, outConnection, sender, power);
|
||||
}
|
||||
else if (connection.Name == "toggle")
|
||||
{
|
||||
SetState(!IsOn, false);
|
||||
}
|
||||
else if (connection.Name == "set_state")
|
||||
{
|
||||
SetState(signal != "0", false);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetState(bool on, bool isNetworkMessage)
|
||||
{
|
||||
if (GameMain.Client != null && !isNetworkMessage) return;
|
||||
|
||||
if (on != IsOn && GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
|
||||
IsOn = on;
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write(isOn);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
SetState(msg.ReadBoolean(), true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,56 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class SignalCheckComponent : ItemComponent
|
||||
{
|
||||
private string output, falseOutput;
|
||||
|
||||
private string targetSignal;
|
||||
|
||||
[InGameEditable, HasDefaultValue("1", true)]
|
||||
public string Output
|
||||
{
|
||||
get { return output; }
|
||||
set { output = value; }
|
||||
}
|
||||
[InGameEditable, HasDefaultValue("0", true)]
|
||||
public string FalseOutput
|
||||
{
|
||||
get { return falseOutput; }
|
||||
set { falseOutput = value; }
|
||||
}
|
||||
|
||||
[InGameEditable, HasDefaultValue("", true)]
|
||||
public string TargetSignal
|
||||
{
|
||||
get { return targetSignal; }
|
||||
set { targetSignal = value; }
|
||||
}
|
||||
|
||||
public SignalCheckComponent(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "signal_in":
|
||||
string signalOut = (signal == targetSignal) ? output : falseOutput;
|
||||
|
||||
if (string.IsNullOrWhiteSpace(signalOut)) return;
|
||||
item.SendSignal(stepsTaken, signalOut, "signal_out", sender);
|
||||
|
||||
break;
|
||||
case "set_output":
|
||||
output = signal;
|
||||
break;
|
||||
case "set_targetsignal":
|
||||
targetSignal = signal;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class WaterDetector : ItemComponent
|
||||
{
|
||||
public WaterDetector(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
item.SendSignal(0, item.InWater ? "1" : "0", "signal_out", null);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,123 @@
|
||||
using Barotrauma.Networking;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class WifiComponent : ItemComponent
|
||||
{
|
||||
private static List<WifiComponent> list = new List<WifiComponent>();
|
||||
|
||||
private float range;
|
||||
|
||||
private int channel;
|
||||
|
||||
[HasDefaultValue(20000.0f, false)]
|
||||
public float Range
|
||||
{
|
||||
get { return range; }
|
||||
set { range = Math.Max(value, 0.0f); }
|
||||
}
|
||||
|
||||
[InGameEditable, HasDefaultValue(1, true)]
|
||||
public int Channel
|
||||
{
|
||||
get { return channel; }
|
||||
set
|
||||
{
|
||||
channel = MathHelper.Clamp(value, 0, 10000);
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, HasDefaultValue(false, false)]
|
||||
public bool LinkToChat
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public WifiComponent(Item item, XElement element)
|
||||
: base (item, element)
|
||||
{
|
||||
|
||||
list.Add(this);
|
||||
}
|
||||
|
||||
public bool CanTransmit()
|
||||
{
|
||||
return HasRequiredContainedItems(true);
|
||||
}
|
||||
|
||||
/*public void Transmit(string signal)
|
||||
{
|
||||
if (!CanTransmit()) return;
|
||||
|
||||
var receivers = GetReceiversInRange();
|
||||
foreach (WifiComponent w in receivers)
|
||||
{
|
||||
var connections = w.item.Connections;
|
||||
|
||||
w.ReceiveSignal(1, signal, connections == null ? null : connections.Find(c => c.Name == "signal_in"), item, null);
|
||||
}
|
||||
}*/
|
||||
|
||||
private List<WifiComponent> GetReceiversInRange()
|
||||
{
|
||||
return list.FindAll(w => w != this && w.CanReceive(this));
|
||||
}
|
||||
|
||||
public bool CanReceive(WifiComponent sender)
|
||||
{
|
||||
if (!HasRequiredContainedItems(false)) return false;
|
||||
|
||||
if (sender == null || sender.channel != channel) return false;
|
||||
|
||||
return Vector2.Distance(item.WorldPosition, sender.item.WorldPosition) <= sender.Range;
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power=0.0f)
|
||||
{
|
||||
var senderComponent = source.GetComponent<WifiComponent>();
|
||||
if (senderComponent != null && !CanReceive(senderComponent)) return;
|
||||
|
||||
if (LinkToChat)
|
||||
{
|
||||
if (item.ParentInventory != null &&
|
||||
item.ParentInventory.Owner != null &&
|
||||
item.ParentInventory.Owner == Character.Controlled &&
|
||||
GameMain.NetworkMember != null)
|
||||
{
|
||||
if (senderComponent != null)
|
||||
{
|
||||
signal = ChatMessage.ApplyDistanceEffect(item, sender, signal, senderComponent.range);
|
||||
}
|
||||
|
||||
GameMain.NetworkMember.AddChatMessage(signal, ChatMessageType.Radio);
|
||||
}
|
||||
}
|
||||
|
||||
if (connection == null) return;
|
||||
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "signal_in":
|
||||
var receivers = GetReceiversInRange();
|
||||
|
||||
foreach (WifiComponent wifiComp in receivers)
|
||||
{
|
||||
wifiComp.item.SendSignal(stepsTaken, signal, "signal_out", sender);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
base.RemoveComponentSpecific();
|
||||
|
||||
list.Remove(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,746 @@
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Wire : ItemComponent, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
class WireSection
|
||||
{
|
||||
private Vector2 start;
|
||||
|
||||
private float angle;
|
||||
private float length;
|
||||
|
||||
public WireSection(Vector2 start, Vector2 end)
|
||||
{
|
||||
this.start = start;
|
||||
|
||||
angle = MathUtils.VectorToAngle(end - start);
|
||||
length = Vector2.Distance(start, end);
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, Color color, Vector2 offset, float depth, float width = 0.3f)
|
||||
{
|
||||
spriteBatch.Draw(wireSprite.Texture,
|
||||
new Vector2(start.X+offset.X, -(start.Y+offset.Y)), null, color,
|
||||
-angle,
|
||||
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
|
||||
new Vector2(length / wireSprite.Texture.Width, width),
|
||||
SpriteEffects.None,
|
||||
depth);
|
||||
}
|
||||
|
||||
public static void Draw(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float depth, float width = 0.3f)
|
||||
{
|
||||
start.Y = -start.Y;
|
||||
end.Y = -end.Y;
|
||||
|
||||
spriteBatch.Draw(wireSprite.Texture,
|
||||
start, null, color,
|
||||
MathUtils.VectorToAngle(end - start),
|
||||
new Vector2(0.0f, wireSprite.size.Y / 2.0f),
|
||||
new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, width),
|
||||
SpriteEffects.None,
|
||||
depth);
|
||||
}
|
||||
}
|
||||
|
||||
const float nodeDistance = 32.0f;
|
||||
const float heightFromFloor = 128.0f;
|
||||
|
||||
static Sprite wireSprite;
|
||||
|
||||
private List<Vector2> nodes;
|
||||
private List<WireSection> sections;
|
||||
|
||||
Connection[] connections;
|
||||
|
||||
private Vector2 newNodePos;
|
||||
|
||||
|
||||
|
||||
private static Wire draggingWire;
|
||||
private static int? selectedNodeIndex;
|
||||
private static int? highlightedNodeIndex;
|
||||
|
||||
public bool Hidden, Locked;
|
||||
|
||||
public Connection[] Connections
|
||||
{
|
||||
get { return connections; }
|
||||
}
|
||||
|
||||
public Wire(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
if (wireSprite == null)
|
||||
{
|
||||
wireSprite = new Sprite("Content/Items/wireHorizontal.png", new Vector2(0.5f, 0.5f));
|
||||
wireSprite.Depth = 0.85f;
|
||||
}
|
||||
|
||||
nodes = new List<Vector2>();
|
||||
sections = new List<WireSection>();
|
||||
|
||||
connections = new Connection[2];
|
||||
|
||||
IsActive = false;
|
||||
}
|
||||
|
||||
public Connection OtherConnection(Connection connection)
|
||||
{
|
||||
if (connection == null) return null;
|
||||
if (connection == connections[0]) return connections[1];
|
||||
if (connection == connections[1]) return connections[0];
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public bool IsConnectedTo(Item item)
|
||||
{
|
||||
if (connections[0] != null && connections[0].Item == item) return true;
|
||||
return (connections[1] != null && connections[1].Item == item);
|
||||
}
|
||||
|
||||
public void RemoveConnection(Item item)
|
||||
{
|
||||
for (int i = 0; i<2; i++)
|
||||
{
|
||||
if (connections[i]==null || connections[i].Item!=item) continue;
|
||||
|
||||
for (int n = 0; n< connections[i].Wires.Length; n++)
|
||||
{
|
||||
if (connections[i].Wires[n] != this) continue;
|
||||
|
||||
connections[i].Wires[n] = null;
|
||||
}
|
||||
connections[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveConnection(Connection connection)
|
||||
{
|
||||
if (connection == connections[0]) connections[0] = null;
|
||||
if (connection == connections[1]) connections[1] = null;
|
||||
}
|
||||
|
||||
public bool Connect(Connection newConnection, bool addNode = true, bool sendNetworkEvent = false)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (connections[i] == newConnection) return false;
|
||||
}
|
||||
|
||||
if (!connections.Any(c => c == null)) return false;
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (connections[i] != null && connections[i].Item == newConnection.Item)
|
||||
{
|
||||
addNode = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (item.body != null) item.Submarine = newConnection.Item.Submarine;
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (connections[i] != null) continue;
|
||||
|
||||
connections[i] = newConnection;
|
||||
|
||||
if (!addNode) break;
|
||||
|
||||
if (newConnection.Item.Submarine == null) continue;
|
||||
|
||||
if (nodes.Count > 0 && nodes[0] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
|
||||
if (nodes.Count > 1 && nodes[nodes.Count-1] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
|
||||
|
||||
|
||||
if (i == 0)
|
||||
{
|
||||
nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
nodes.Add(newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
|
||||
}
|
||||
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (connections[0] != null && connections[1] != null)
|
||||
{
|
||||
foreach (ItemComponent ic in item.components)
|
||||
{
|
||||
if (ic == this) continue;
|
||||
ic.Drop(null);
|
||||
}
|
||||
if (item.Container != null) item.Container.RemoveContained(this.item);
|
||||
|
||||
if (item.body != null) item.body.Enabled = false;
|
||||
|
||||
IsActive = false;
|
||||
|
||||
CleanNodes();
|
||||
}
|
||||
|
||||
if (sendNetworkEvent)
|
||||
{
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
//the wire is active if only one end has been connected
|
||||
IsActive = connections[0] == null ^ connections[1] == null;
|
||||
}
|
||||
|
||||
Drawable = IsActive || nodes.Any();
|
||||
|
||||
UpdateSections();
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Equip(Character character)
|
||||
{
|
||||
ClearConnections();
|
||||
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Unequip(Character character)
|
||||
{
|
||||
ClearConnections();
|
||||
|
||||
IsActive = false;
|
||||
}
|
||||
|
||||
public override void Drop(Character dropper)
|
||||
{
|
||||
ClearConnections();
|
||||
|
||||
IsActive = false;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
if (nodes.Count == 0) return;
|
||||
|
||||
Submarine sub = null;
|
||||
if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
|
||||
if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
|
||||
|
||||
if ((item.Submarine != sub || sub == null) && Screen.Selected != GameMain.EditMapScreen)
|
||||
{
|
||||
ClearConnections();
|
||||
return;
|
||||
}
|
||||
|
||||
newNodePos = RoundNode(item.Position, item.CurrentHull) - sub.HiddenSubPosition;
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (character == Character.Controlled && character.SelectedConstruction != null) return false;
|
||||
|
||||
if (newNodePos!= Vector2.Zero && nodes.Count>0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
|
||||
{
|
||||
nodes.Add(newNodePos);
|
||||
UpdateSections();
|
||||
|
||||
Drawable = true;
|
||||
|
||||
newNodePos = Vector2.Zero;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void SecondaryUse(float deltaTime, Character character = null)
|
||||
{
|
||||
if (nodes.Count > 1)
|
||||
{
|
||||
nodes.RemoveAt(nodes.Count - 1);
|
||||
UpdateSections();
|
||||
}
|
||||
|
||||
Drawable = IsActive || sections.Count > 0;
|
||||
}
|
||||
|
||||
public override bool Pick(Character picker)
|
||||
{
|
||||
ClearConnections();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Move(Vector2 amount)
|
||||
{
|
||||
if (item.IsSelected) MoveNodes(amount);
|
||||
}
|
||||
|
||||
public List<Vector2> GetNodes()
|
||||
{
|
||||
return new List<Vector2>(nodes);
|
||||
}
|
||||
|
||||
public void SetNodes(List<Vector2> nodes)
|
||||
{
|
||||
this.nodes = new List<Vector2>(nodes);
|
||||
UpdateSections();
|
||||
}
|
||||
|
||||
public void MoveNodes(Vector2 amount)
|
||||
{
|
||||
for (int i = 0; i < nodes.Count; i++)
|
||||
{
|
||||
nodes[i] += amount;
|
||||
}
|
||||
UpdateSections();
|
||||
}
|
||||
|
||||
public void UpdateSections()
|
||||
{
|
||||
sections.Clear();
|
||||
|
||||
for (int i = 0; i < nodes.Count-1; i++)
|
||||
{
|
||||
sections.Add(new WireSection(nodes[i], nodes[i + 1]));
|
||||
}
|
||||
Drawable = IsActive || sections.Count > 0;
|
||||
}
|
||||
|
||||
private void ClearConnections()
|
||||
{
|
||||
nodes.Clear();
|
||||
sections.Clear();
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (connections[i] == null) continue;
|
||||
int wireIndex = connections[i].FindWireIndex(item);
|
||||
|
||||
if (wireIndex == -1) continue;
|
||||
connections[i].AddLink(wireIndex, null);
|
||||
|
||||
connections[i] = null;
|
||||
}
|
||||
|
||||
Drawable = sections.Count > 0;
|
||||
}
|
||||
|
||||
private Vector2 RoundNode(Vector2 position, Hull hull)
|
||||
{
|
||||
if (Screen.Selected == GameMain.EditMapScreen)
|
||||
{
|
||||
position.X = MathUtils.Round(position.X, Submarine.GridSize.X / 2.0f);
|
||||
position.Y = MathUtils.Round(position.Y, Submarine.GridSize.Y / 2.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
position.X = MathUtils.Round(position.X, nodeDistance);
|
||||
if (hull == null)
|
||||
{
|
||||
position.Y = MathUtils.Round(position.Y, nodeDistance);
|
||||
}
|
||||
else
|
||||
{
|
||||
position.Y -= hull.Rect.Y - hull.Rect.Height;
|
||||
position.Y = Math.Max(MathUtils.Round(position.Y, nodeDistance), heightFromFloor);
|
||||
position.Y += hull.Rect.Y -hull.Rect.Height;
|
||||
}
|
||||
}
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
private void CleanNodes()
|
||||
{
|
||||
for (int i = nodes.Count - 2; i > 0; i--)
|
||||
{
|
||||
if ((nodes[i - 1].X == nodes[i].X || nodes[i - 1].Y == nodes[i].Y) &&
|
||||
(nodes[i + 1].X == nodes[i].X || nodes[i + 1].Y == nodes[i].Y))
|
||||
{
|
||||
if (Vector2.Distance(nodes[i - 1], nodes[i]) == Vector2.Distance(nodes[i + 1], nodes[i]))
|
||||
{
|
||||
nodes.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool removed;
|
||||
do
|
||||
{
|
||||
removed = false;
|
||||
for (int i = nodes.Count - 2; i > 0; i--)
|
||||
{
|
||||
if ((nodes[i - 1].X == nodes[i].X && nodes[i + 1].X == nodes[i].X)
|
||||
|| (nodes[i - 1].Y == nodes[i].Y && nodes[i + 1].Y == nodes[i].Y))
|
||||
{
|
||||
nodes.RemoveAt(i);
|
||||
removed = true;
|
||||
}
|
||||
}
|
||||
|
||||
} while (removed);
|
||||
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing)
|
||||
{
|
||||
if (sections.Count == 0 && !IsActive)
|
||||
{
|
||||
Drawable = false;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 drawOffset = Vector2.Zero;
|
||||
if (item.Submarine != null)
|
||||
{
|
||||
drawOffset = item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
|
||||
}
|
||||
|
||||
float depth = item.IsSelected ? 0.0f : wireSprite.Depth + ((item.ID % 100) * 0.00001f);
|
||||
|
||||
if (item.IsHighlighted)
|
||||
{
|
||||
foreach (WireSection section in sections)
|
||||
{
|
||||
section.Draw(spriteBatch, Color.Gold, drawOffset, depth + 0.00001f, 0.7f);
|
||||
}
|
||||
}
|
||||
else if (item.IsSelected)
|
||||
{
|
||||
foreach (WireSection section in sections)
|
||||
{
|
||||
section.Draw(spriteBatch, Color.Red, drawOffset, depth + 0.00001f, 0.7f);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (WireSection section in sections)
|
||||
{
|
||||
section.Draw(spriteBatch, item.Color, drawOffset, depth, 0.3f);
|
||||
}
|
||||
|
||||
if (IsActive && nodes.Count > 0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
|
||||
{
|
||||
WireSection.Draw(
|
||||
spriteBatch,
|
||||
new Vector2(nodes[nodes.Count - 1].X, nodes[nodes.Count - 1].Y) + drawOffset,
|
||||
new Vector2(newNodePos.X, newNodePos.Y) + drawOffset,
|
||||
item.Color * 0.5f,
|
||||
depth,
|
||||
0.3f);
|
||||
}
|
||||
|
||||
if (!editing || !GameMain.EditMapScreen.WiringMode) return;
|
||||
|
||||
for (int i = 0; i < nodes.Count; i++)
|
||||
{
|
||||
Vector2 drawPos = nodes[i];
|
||||
if (item.Submarine != null) drawPos += item.Submarine.Position + item.Submarine.HiddenSubPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
if (item.IsSelected)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-5, -5), new Vector2(10, 10), item.Color, true, 0.0f);
|
||||
|
||||
if (highlightedNodeIndex == i)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-10, -10), new Vector2(20, 20), Color.Red, false, 0.0f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, drawPos + new Vector2(-3, -3), new Vector2(6, 6), item.Color, true, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateEditing(List<Wire> wires)
|
||||
{
|
||||
//dragging a node of some wire
|
||||
if (draggingWire != null)
|
||||
{
|
||||
//cancel dragging
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
draggingWire = null;
|
||||
selectedNodeIndex = null;
|
||||
}
|
||||
//update dragging
|
||||
else
|
||||
{
|
||||
MapEntity.DisableSelect = true;
|
||||
|
||||
Submarine sub = null;
|
||||
if (draggingWire.connections[0] != null && draggingWire.connections[0].Item.Submarine != null) sub = draggingWire.connections[0].Item.Submarine;
|
||||
if (draggingWire.connections[1] != null && draggingWire.connections[1].Item.Submarine != null) sub = draggingWire.connections[1].Item.Submarine;
|
||||
|
||||
Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - sub.HiddenSubPosition - sub.Position;// Nodes[(int)selectedNodeIndex];
|
||||
|
||||
nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f);
|
||||
nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f);
|
||||
|
||||
draggingWire.nodes[(int)selectedNodeIndex] = nodeWorldPos;
|
||||
draggingWire.UpdateSections();
|
||||
|
||||
MapEntity.SelectEntity(draggingWire.item);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//a wire has been selected -> check if we should start dragging one of the nodes
|
||||
float nodeSelectDist = 10, sectionSelectDist = 5;
|
||||
highlightedNodeIndex = null;
|
||||
if (MapEntity.SelectedList.Count == 1 && MapEntity.SelectedList[0] is Item)
|
||||
{
|
||||
Wire selectedWire = ((Item)MapEntity.SelectedList[0]).GetComponent<Wire>();
|
||||
|
||||
if (selectedWire != null)
|
||||
{
|
||||
Vector2 mousePos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
if (selectedWire.item.Submarine != null) mousePos -= (selectedWire.item.Submarine.Position + selectedWire.item.Submarine.HiddenSubPosition);
|
||||
|
||||
//left click while holding ctrl -> check if the cursor is on a wire section,
|
||||
//and add a new node if it is
|
||||
if (PlayerInput.KeyDown(Keys.RightControl) || PlayerInput.KeyDown(Keys.LeftControl))
|
||||
{
|
||||
if (PlayerInput.LeftButtonClicked())
|
||||
{
|
||||
float temp = 0.0f;
|
||||
int closestSectionIndex = selectedWire.GetClosestSectionIndex(mousePos, sectionSelectDist, out temp);
|
||||
|
||||
if (closestSectionIndex > -1)
|
||||
{
|
||||
selectedWire.nodes.Insert(closestSectionIndex + 1, mousePos);
|
||||
selectedWire.UpdateSections();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//check if close enough to a node
|
||||
float temp = 0.0f;
|
||||
int closestIndex = selectedWire.GetClosestNodeIndex(mousePos, nodeSelectDist, out temp);
|
||||
if (closestIndex > -1)
|
||||
{
|
||||
highlightedNodeIndex = closestIndex;
|
||||
//start dragging the node
|
||||
if (PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
draggingWire = selectedWire;
|
||||
selectedNodeIndex = closestIndex;
|
||||
}
|
||||
//remove the node
|
||||
else if (PlayerInput.RightButtonClicked() && closestIndex > 0 && closestIndex < selectedWire.nodes.Count - 1)
|
||||
{
|
||||
selectedWire.nodes.RemoveAt(closestIndex);
|
||||
selectedWire.UpdateSections();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//check which wire is highlighted with the cursor
|
||||
Wire highlighted = null;
|
||||
float closestDist = 0.0f;
|
||||
foreach (Wire w in wires)
|
||||
{
|
||||
Vector2 mousePos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
|
||||
if (w.item.Submarine != null) mousePos -= (w.item.Submarine.Position + w.item.Submarine.HiddenSubPosition);
|
||||
|
||||
float dist = 0.0f;
|
||||
if (w.GetClosestNodeIndex(mousePos, highlighted == null ? nodeSelectDist : closestDist, out dist) > -1)
|
||||
{
|
||||
highlighted = w;
|
||||
closestDist = dist;
|
||||
}
|
||||
|
||||
if (w.GetClosestSectionIndex(mousePos, highlighted == null ? sectionSelectDist : closestDist, out dist) > -1)
|
||||
{
|
||||
highlighted = w;
|
||||
closestDist = dist;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (highlighted != null)
|
||||
{
|
||||
highlighted.item.IsHighlighted = true;
|
||||
|
||||
if (PlayerInput.LeftButtonClicked())
|
||||
{
|
||||
MapEntity.DisableSelect = true;
|
||||
MapEntity.SelectEntity(highlighted.item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private int GetClosestNodeIndex(Vector2 pos, float maxDist, out float closestDist)
|
||||
{
|
||||
closestDist = 0.0f;
|
||||
int closestIndex = -1;
|
||||
|
||||
for (int i = 0; i < nodes.Count; i++)
|
||||
{
|
||||
float dist = Vector2.Distance(nodes[i], pos);
|
||||
if (dist > maxDist) continue;
|
||||
|
||||
if (closestIndex == -1 || dist < closestDist)
|
||||
{
|
||||
closestIndex = i;
|
||||
closestDist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
return closestIndex;
|
||||
}
|
||||
|
||||
private int GetClosestSectionIndex(Vector2 mousePos, float maxDist, out float closestDist)
|
||||
{
|
||||
closestDist = 0.0f;
|
||||
int closestIndex = -1;
|
||||
|
||||
for (int i = 0; i < nodes.Count-1; i++)
|
||||
{
|
||||
if ((Math.Abs(nodes[i].X - nodes[i + 1].X)<5 || Math.Sign(mousePos.X - nodes[i].X) != Math.Sign(mousePos.X - nodes[i + 1].X)) &&
|
||||
(Math.Abs(nodes[i].Y - nodes[i + 1].Y)<5 || Math.Sign(mousePos.Y - nodes[i].Y) != Math.Sign(mousePos.Y - nodes[i + 1].Y)))
|
||||
{
|
||||
float dist = MathUtils.LineToPointDistance(nodes[i], nodes[i + 1], mousePos);
|
||||
if (dist > maxDist) continue;
|
||||
|
||||
if (closestIndex == -1 || dist < closestDist)
|
||||
{
|
||||
closestIndex = i;
|
||||
closestDist = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return closestIndex;
|
||||
}
|
||||
|
||||
public override void FlipX()
|
||||
{
|
||||
for (int i = 0; i < nodes.Count; i++)
|
||||
{
|
||||
nodes[i] = new Vector2(-nodes[i].X, nodes[i].Y);
|
||||
}
|
||||
UpdateSections();
|
||||
}
|
||||
|
||||
public override XElement Save(XElement parentElement)
|
||||
{
|
||||
XElement componentElement = base.Save(parentElement);
|
||||
|
||||
if (nodes == null || nodes.Count == 0) return componentElement;
|
||||
|
||||
string[] nodeCoords = new string[nodes.Count * 2];
|
||||
for (int i = 0; i < nodes.Count; i++)
|
||||
{
|
||||
nodeCoords[i * 2] = nodes[i].X.ToString(CultureInfo.InvariantCulture);
|
||||
nodeCoords[i * 2 + 1] = nodes[i].Y.ToString(CultureInfo.InvariantCulture);
|
||||
}
|
||||
|
||||
componentElement.Add(new XAttribute("nodes", string.Join(";", nodeCoords)));
|
||||
|
||||
return componentElement;
|
||||
}
|
||||
|
||||
public override void Load(XElement componentElement)
|
||||
{
|
||||
base.Load(componentElement);
|
||||
|
||||
string nodeString = ToolBox.GetAttributeString(componentElement, "nodes", "");
|
||||
if (nodeString == "") return;
|
||||
|
||||
string[] nodeCoords = nodeString.Split(';');
|
||||
for (int i = 0; i < nodeCoords.Length / 2; i++)
|
||||
{
|
||||
float x = 0.0f, y = 0.0f;
|
||||
|
||||
try
|
||||
{
|
||||
x = float.Parse(nodeCoords[i * 2], CultureInfo.InvariantCulture);
|
||||
}
|
||||
catch { x = 0.0f; }
|
||||
|
||||
try
|
||||
{
|
||||
y = float.Parse(nodeCoords[i * 2 + 1], CultureInfo.InvariantCulture);
|
||||
}
|
||||
catch { y = 0.0f; }
|
||||
|
||||
nodes.Add(new Vector2(x, y));
|
||||
}
|
||||
|
||||
Drawable = nodes.Any();
|
||||
}
|
||||
|
||||
protected override void ShallowRemoveComponentSpecific()
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (connections[i] == null) continue;
|
||||
int wireIndex = connections[i].FindWireIndex(item);
|
||||
|
||||
if (wireIndex > -1)
|
||||
{
|
||||
connections[i].AddLink(wireIndex, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
ClearConnections();
|
||||
|
||||
base.RemoveComponentSpecific();
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
msg.Write((byte)Math.Min(nodes.Count, 255));
|
||||
for (int i = 0; i < Math.Min(nodes.Count, 255); i++)
|
||||
{
|
||||
msg.Write(nodes[i].X);
|
||||
msg.Write(nodes[i].Y);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
nodes.Clear();
|
||||
|
||||
int nodeCount = msg.ReadByte();
|
||||
Vector2[] nodePositions = new Vector2[nodeCount];
|
||||
|
||||
for (int i = 0; i < nodeCount; i++)
|
||||
{
|
||||
nodePositions[i] = new Vector2(msg.ReadFloat(), msg.ReadFloat());
|
||||
}
|
||||
|
||||
if (nodePositions.Any(n => !MathUtils.IsValid(n))) return;
|
||||
|
||||
nodes = nodePositions.ToList();
|
||||
|
||||
UpdateSections();
|
||||
Drawable = nodes.Any();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class StatusHUD : ItemComponent
|
||||
{
|
||||
private static readonly string[] BleedingTexts = {"Minor bleeding", "Bleeding", "Bleeding heavily", "Catastrophic Bleeding"};
|
||||
|
||||
private static readonly string[] HealthTexts = { "No visible injuries", "Minor injuries", "Injured", "Major injuries", "Critically injured" };
|
||||
|
||||
private static readonly string[] OxygenTexts = { "Oxygen level normal", "Gasping for air", "Signs of oxygen deprivation", "Not breathing" };
|
||||
|
||||
public StatusHUD(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
if (character == null) return;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
|
||||
Color.Green * 0.1f, true);
|
||||
|
||||
if (character.ClosestCharacter == null) return;
|
||||
|
||||
var target = character.ClosestCharacter;
|
||||
|
||||
Vector2 hudPos = GameMain.GameScreen.Cam.WorldToScreen(target.WorldPosition);
|
||||
hudPos += Vector2.UnitX * 50.0f;
|
||||
|
||||
List<string> texts = new List<string>();
|
||||
|
||||
texts.Add(target.Name);
|
||||
|
||||
if (target.IsDead)
|
||||
{
|
||||
texts.Add("Deceased");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (target.IsUnconscious) texts.Add("Unconscious");
|
||||
if (target.Stun > 0.01f) texts.Add("Stunned");
|
||||
|
||||
int healthTextIndex = target.Health > 95.0f ? 0 :
|
||||
MathHelper.Clamp((int)Math.Ceiling((1.0f - (target.Health / 200.0f + 0.5f)) * HealthTexts.Length), 0, HealthTexts.Length - 1);
|
||||
|
||||
texts.Add(HealthTexts[healthTextIndex]);
|
||||
|
||||
int oxygenTextIndex = MathHelper.Clamp((int)Math.Floor((1.0f - (target.Oxygen / 200.0f + 0.5f)) * OxygenTexts.Length), 0, OxygenTexts.Length - 1);
|
||||
texts.Add(OxygenTexts[oxygenTextIndex]);
|
||||
|
||||
if (target.Bleeding > 0.0f)
|
||||
{
|
||||
int bleedingTextIndex = MathHelper.Clamp((int)Math.Floor(target.Bleeding / 4.0f) * BleedingTexts.Length, 0, BleedingTexts.Length - 1);
|
||||
texts.Add(BleedingTexts[bleedingTextIndex]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
foreach (string text in texts)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, hudPos, text, Color.LightGreen, Color.Black * 0.7f, 2);
|
||||
hudPos.Y += 24.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,418 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Xml.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using FarseerPhysics;
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class Turret : Powered, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
Sprite barrelSprite;
|
||||
|
||||
Vector2 barrelPos;
|
||||
|
||||
float rotation, targetRotation;
|
||||
|
||||
float reload, reloadTime;
|
||||
|
||||
float minRotation, maxRotation;
|
||||
|
||||
float launchImpulse;
|
||||
|
||||
Camera cam;
|
||||
|
||||
[HasDefaultValue("0,0", false)]
|
||||
public string BarrelPos
|
||||
{
|
||||
get
|
||||
{
|
||||
return ToolBox.Vector2ToString(barrelPos);
|
||||
}
|
||||
set
|
||||
{
|
||||
barrelPos = ToolBox.ParseToVector2(value);
|
||||
}
|
||||
}
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float LaunchImpulse
|
||||
{
|
||||
get { return launchImpulse; }
|
||||
set { launchImpulse = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue(5.0f, false)]
|
||||
public float Reload
|
||||
{
|
||||
get { return reloadTime; }
|
||||
set { reloadTime = value; }
|
||||
}
|
||||
|
||||
[HasDefaultValue("0.0,0.0", true), Editable]
|
||||
public string RotationLimits
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector2 limits = new Vector2(minRotation, maxRotation);
|
||||
limits.X = MathHelper.ToDegrees(limits.X);
|
||||
limits.Y = MathHelper.ToDegrees(limits.Y);
|
||||
|
||||
return ToolBox.Vector2ToString(limits);
|
||||
}
|
||||
set
|
||||
{
|
||||
Vector2 vector = ToolBox.ParseToVector2(value);
|
||||
minRotation = MathHelper.ToRadians(vector.X);
|
||||
maxRotation = MathHelper.ToRadians(vector.Y);
|
||||
|
||||
rotation = (minRotation + maxRotation) / 2;
|
||||
}
|
||||
}
|
||||
|
||||
public Turret(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
IsActive = true;
|
||||
|
||||
string barrelSpritePath = ToolBox.GetAttributeString(element, "barrelsprite", "");
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(barrelSpritePath))
|
||||
{
|
||||
if (!barrelSpritePath.Contains("/"))
|
||||
{
|
||||
barrelSpritePath = Path.Combine(Path.GetDirectoryName(item.Prefab.ConfigFile), barrelSpritePath);
|
||||
}
|
||||
|
||||
barrelSprite = new Sprite(
|
||||
barrelSpritePath,
|
||||
ToolBox.GetAttributeVector2(element, "origin", Vector2.Zero));
|
||||
}
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch, bool editing = false)
|
||||
{
|
||||
Vector2 drawPos = new Vector2(item.Rect.X, item.Rect.Y);
|
||||
if (item.Submarine != null) drawPos += item.Submarine.DrawPosition;
|
||||
drawPos.Y = -drawPos.Y;
|
||||
|
||||
if (barrelSprite!=null)
|
||||
{
|
||||
barrelSprite.Draw(spriteBatch,
|
||||
drawPos + barrelPos, Color.White,
|
||||
rotation + MathHelper.PiOver2, 1.0f,
|
||||
SpriteEffects.None, item.Sprite.Depth+0.01f);
|
||||
}
|
||||
|
||||
if (!editing) return;
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
drawPos + barrelPos,
|
||||
drawPos + barrelPos + new Vector2((float)Math.Cos(minRotation), (float)Math.Sin(minRotation))*60.0f,
|
||||
Color.Green);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
drawPos + barrelPos,
|
||||
drawPos + barrelPos + new Vector2((float)Math.Cos(maxRotation), (float)Math.Sin(maxRotation)) * 60.0f,
|
||||
Color.Green);
|
||||
|
||||
GUI.DrawLine(spriteBatch,
|
||||
drawPos + barrelPos,
|
||||
drawPos + barrelPos + new Vector2((float)Math.Cos((maxRotation + minRotation) / 2), (float)Math.Sin((maxRotation + minRotation) / 2)) * 60.0f,
|
||||
Color.LightGreen);
|
||||
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
this.cam = cam;
|
||||
|
||||
if (reload > 0.0f) reload -= deltaTime;
|
||||
|
||||
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
|
||||
|
||||
if (minRotation == maxRotation) return;
|
||||
|
||||
float targetMidDiff = MathHelper.WrapAngle(targetRotation - (minRotation + maxRotation) / 2.0f);
|
||||
|
||||
float maxDist = (maxRotation - minRotation) / 2.0f;
|
||||
|
||||
if (Math.Abs(targetMidDiff) > maxDist)
|
||||
{
|
||||
targetRotation = (targetMidDiff < 0.0f) ? minRotation : maxRotation;
|
||||
}
|
||||
|
||||
float deltaRotation = MathHelper.WrapAngle(targetRotation-rotation);
|
||||
deltaRotation = MathHelper.Clamp(deltaRotation, -0.5f, 0.5f) * 5.0f;
|
||||
|
||||
rotation += deltaRotation * deltaTime;
|
||||
|
||||
float rotMidDiff = MathHelper.WrapAngle(rotation - (minRotation + maxRotation) / 2.0f);
|
||||
|
||||
if (rotMidDiff < -maxDist)
|
||||
{
|
||||
rotation = minRotation;
|
||||
}
|
||||
else if (rotMidDiff > maxDist)
|
||||
{
|
||||
rotation = maxRotation;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
if (GameMain.Client != null) return false;
|
||||
|
||||
if (reload > 0.0f) return false;
|
||||
|
||||
var projectiles = GetLoadedProjectiles(true);
|
||||
if (projectiles.Count == 0) return false;
|
||||
|
||||
if (GetAvailablePower() < powerConsumption) return false;
|
||||
|
||||
var batteries = item.GetConnectedComponents<PowerContainer>();
|
||||
|
||||
float availablePower = 0.0f;
|
||||
foreach (PowerContainer battery in batteries)
|
||||
{
|
||||
float batteryPower = Math.Min(battery.Charge*3600.0f, battery.MaxOutPut);
|
||||
float takePower = Math.Min(powerConsumption - availablePower, batteryPower);
|
||||
|
||||
battery.Charge -= takePower/3600.0f;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
battery.Item.CreateServerEvent(battery);
|
||||
}
|
||||
}
|
||||
|
||||
Launch(projectiles[0].Item);
|
||||
|
||||
if (character != null)
|
||||
{
|
||||
GameServer.Log(character.Name + " launched " + item.Name, ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void Launch(Item projectile)
|
||||
{
|
||||
reload = reloadTime;
|
||||
|
||||
projectile.Drop();
|
||||
projectile.body.Dir = 1.0f;
|
||||
|
||||
projectile.body.ResetDynamics();
|
||||
projectile.body.Enabled = true;
|
||||
projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.WorldRect.X + barrelPos.X, item.WorldRect.Y - barrelPos.Y)), -rotation);
|
||||
projectile.FindHull();
|
||||
projectile.Submarine = projectile.body.Submarine;
|
||||
|
||||
projectile.Use((float)Timing.Step);
|
||||
|
||||
if (projectile.Container != null) projectile.Container.RemoveContained(projectile);
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.components.IndexOf(this), projectile });
|
||||
}
|
||||
}
|
||||
|
||||
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
|
||||
{
|
||||
var projectiles = GetLoadedProjectiles();
|
||||
|
||||
if (projectiles.Count == 0 || (projectiles.Count == 1 && objective.Option.ToLowerInvariant() != "fire at will"))
|
||||
{
|
||||
ItemContainer container = null;
|
||||
foreach (MapEntity e in item.linkedTo)
|
||||
{
|
||||
var containerItem = e as Item;
|
||||
if (containerItem == null) continue;
|
||||
|
||||
container = containerItem.GetComponent<ItemContainer>();
|
||||
if (container != null) break;
|
||||
}
|
||||
|
||||
if (container == null || container.ContainableItems.Count==0) return true;
|
||||
|
||||
var containShellObjective = new AIObjectiveContainItem(character, container.ContainableItems[0].Names[0], container);
|
||||
containShellObjective.IgnoreAlreadyContainedItems = true;
|
||||
objective.AddSubObjective(containShellObjective);
|
||||
return false;
|
||||
}
|
||||
else if (GetAvailablePower() < powerConsumption)
|
||||
{
|
||||
var batteries = item.GetConnectedComponents<PowerContainer>();
|
||||
|
||||
float lowestCharge = 0.0f;
|
||||
PowerContainer batteryToLoad = null;
|
||||
foreach (PowerContainer battery in batteries)
|
||||
{
|
||||
if (batteryToLoad == null || battery.Charge < lowestCharge)
|
||||
{
|
||||
batteryToLoad = battery;
|
||||
lowestCharge = battery.Charge;
|
||||
}
|
||||
}
|
||||
|
||||
if (batteryToLoad == null) return true;
|
||||
|
||||
if (batteryToLoad.RechargeSpeed < batteryToLoad.MaxRechargeSpeed*0.4f)
|
||||
{
|
||||
objective.AddSubObjective(new AIObjectiveOperateItem(batteryToLoad, character, ""));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
//enough shells and power
|
||||
Character closestEnemy = null;
|
||||
float closestDist = 3000.0f;
|
||||
foreach (Character enemy in Character.CharacterList)
|
||||
{
|
||||
//ignore humans and characters that are inside the sub
|
||||
if (enemy.IsDead || enemy.SpeciesName == "human" || enemy.AnimController.CurrentHull != null) continue;
|
||||
|
||||
float dist = Vector2.Distance(enemy.WorldPosition, item.WorldPosition);
|
||||
if (dist < closestDist)
|
||||
{
|
||||
closestEnemy = enemy;
|
||||
closestDist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
if (closestEnemy == null) return false;
|
||||
|
||||
character.CursorPosition = closestEnemy.WorldPosition;
|
||||
if (item.Submarine!=null) character.CursorPosition -= item.Submarine.Position;
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
|
||||
float enemyAngle = MathUtils.VectorToAngle(closestEnemy.WorldPosition-item.WorldPosition);
|
||||
float turretAngle = -rotation;
|
||||
|
||||
if (Math.Abs(MathUtils.GetShortestAngle(enemyAngle, turretAngle)) > 0.01f) return false;
|
||||
|
||||
var pickedBody = Submarine.PickBody(ConvertUnits.ToSimUnits(item.WorldPosition), closestEnemy.SimPosition, null);
|
||||
if (pickedBody != null && !(pickedBody.UserData is Limb)) return false;
|
||||
|
||||
if (objective.Option.ToLowerInvariant() == "fire at will") Use(deltaTime, character);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private float GetAvailablePower()
|
||||
{
|
||||
var batteries = item.GetConnectedComponents<PowerContainer>();
|
||||
|
||||
float availablePower = 0.0f;
|
||||
foreach (PowerContainer battery in batteries)
|
||||
{
|
||||
float batteryPower = Math.Min(battery.Charge*3600.0f, battery.MaxOutPut);
|
||||
|
||||
availablePower += batteryPower;
|
||||
}
|
||||
|
||||
return availablePower;
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
base.RemoveComponentSpecific();
|
||||
|
||||
if (barrelSprite != null) barrelSprite.Remove();
|
||||
}
|
||||
|
||||
private List<Projectile> GetLoadedProjectiles(bool returnFirst = false)
|
||||
{
|
||||
List<Projectile> projectiles = new List<Projectile>();
|
||||
|
||||
foreach (MapEntity e in item.linkedTo)
|
||||
{
|
||||
var projectileContainer = e as Item;
|
||||
if (projectileContainer == null) continue;
|
||||
|
||||
var containedItems = projectileContainer.ContainedItems;
|
||||
if (containedItems == null) continue;
|
||||
|
||||
for (int i = 0; i < containedItems.Length; i++)
|
||||
{
|
||||
var projectileComponent = containedItems[i].GetComponent<Projectile>();
|
||||
if (projectileComponent != null)
|
||||
{
|
||||
projectiles.Add(projectileComponent);
|
||||
if (returnFirst) return projectiles;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return projectiles;
|
||||
}
|
||||
|
||||
public override void FlipX()
|
||||
{
|
||||
minRotation = (float)Math.PI - minRotation;
|
||||
maxRotation = (float)Math.PI - maxRotation;
|
||||
|
||||
var temp = minRotation;
|
||||
minRotation = maxRotation;
|
||||
maxRotation = temp;
|
||||
|
||||
while (minRotation < 0)
|
||||
{
|
||||
minRotation += MathHelper.TwoPi;
|
||||
maxRotation += MathHelper.TwoPi;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
case "position_in":
|
||||
Vector2 receivedPos = ToolBox.ParseToVector2(signal, false);
|
||||
|
||||
Vector2 centerPos = new Vector2(item.WorldRect.X + barrelPos.X, item.WorldRect.Y - barrelPos.Y);
|
||||
|
||||
Vector2 offset = receivedPos - centerPos;
|
||||
offset.Y = -offset.Y;
|
||||
|
||||
targetRotation = MathUtils.WrapAngleTwoPi(MathUtils.VectorToAngle(offset));
|
||||
|
||||
IsActive = true;
|
||||
|
||||
break;
|
||||
case "trigger_in":
|
||||
item.Use((float)Timing.Step, sender);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
//ID of the launched projectile
|
||||
msg.Write(((Item)extraData[2]).ID);
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
||||
{
|
||||
UInt16 projectileID = msg.ReadUInt16();
|
||||
Item projectile = Entity.FindEntityByID(projectileID) as Item;
|
||||
|
||||
if (projectile == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to launch a projectile - item with the ID \""+projectileID+" not found");
|
||||
return;
|
||||
}
|
||||
|
||||
Launch(projectile);
|
||||
PlaySound(ActionType.OnUse, item.WorldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,190 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
class WearableSprite
|
||||
{
|
||||
public Sprite Sprite;
|
||||
public bool HideLimb;
|
||||
public LimbType DepthLimb;
|
||||
|
||||
public Wearable WearableComponent;
|
||||
|
||||
public WearableSprite(Wearable item, Sprite sprite, bool hideLimb, LimbType depthLimb = LimbType.None)
|
||||
{
|
||||
WearableComponent = item;
|
||||
Sprite = sprite;
|
||||
HideLimb = hideLimb;
|
||||
|
||||
DepthLimb = depthLimb;
|
||||
}
|
||||
}
|
||||
|
||||
class Wearable : Pickable
|
||||
{
|
||||
WearableSprite[] wearableSprites;
|
||||
LimbType[] limbType;
|
||||
Limb[] limb;
|
||||
|
||||
private float armorValue;
|
||||
|
||||
private Vector2 armorSector;
|
||||
|
||||
[HasDefaultValue(0.0f, false)]
|
||||
public float ArmorValue
|
||||
{
|
||||
get { return armorValue; }
|
||||
set { armorValue = MathHelper.Clamp(value, 0.0f, 100.0f); }
|
||||
}
|
||||
|
||||
[HasDefaultValue("0.0,360.0", false)]
|
||||
public string ArmorSector
|
||||
{
|
||||
get { return ToolBox.Vector2ToString(armorSector); }
|
||||
set
|
||||
{
|
||||
armorSector = ToolBox.ParseToVector2(value);
|
||||
armorSector.X = MathHelper.ToRadians(armorSector.X);
|
||||
armorSector.Y = MathHelper.ToRadians(armorSector.Y);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 ArmorSectorLimits
|
||||
{
|
||||
get { return armorSector; }
|
||||
}
|
||||
|
||||
public Wearable (Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
this.item = item;
|
||||
|
||||
var sprites = element.Elements().Where(x => x.Name.ToString() == "sprite").ToList();
|
||||
int spriteCount = sprites.Count;
|
||||
wearableSprites = new WearableSprite[spriteCount];
|
||||
limbType = new LimbType[spriteCount];
|
||||
limb = new Limb[spriteCount];
|
||||
|
||||
int i = 0;
|
||||
foreach (XElement subElement in sprites)
|
||||
{
|
||||
//Rectangle sourceRect = new Rectangle(
|
||||
// ToolBox.GetAttributeInt(subElement, "sourcex", 1),
|
||||
// ToolBox.GetAttributeInt(subElement, "sourcey", 1),
|
||||
// ToolBox.GetAttributeInt(subElement, "sourcewidth", 1),
|
||||
// ToolBox.GetAttributeInt(subElement, "sourceheight", 1));
|
||||
|
||||
if (subElement.Attribute("texture") == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Item \"" + item.Name + "\" doesn't have a texture specified!");
|
||||
return;
|
||||
}
|
||||
|
||||
string spritePath = subElement.Attribute("texture").Value;
|
||||
spritePath = Path.GetDirectoryName( item.Prefab.ConfigFile)+"/"+spritePath;
|
||||
|
||||
var sprite = new Sprite(subElement, "", spritePath);
|
||||
wearableSprites[i] = new WearableSprite(this, sprite, ToolBox.GetAttributeBool(subElement, "hidelimb", false),
|
||||
(LimbType)Enum.Parse(typeof(LimbType),
|
||||
ToolBox.GetAttributeString(subElement, "depthlimb", "None"), true));
|
||||
|
||||
limbType[i] = (LimbType)Enum.Parse(typeof(LimbType),
|
||||
ToolBox.GetAttributeString(subElement, "limb", "Head"), true);
|
||||
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Equip(Character character)
|
||||
{
|
||||
picker = character;
|
||||
for (int i = 0; i < wearableSprites.Length; i++ )
|
||||
{
|
||||
Limb equipLimb = character.AnimController.GetLimb(limbType[i]);
|
||||
if (equipLimb == null) continue;
|
||||
|
||||
//something is already on the limb -> unequip it
|
||||
//if (equipLimb.WearingItem != null && equipLimb.WearingItem != this)
|
||||
//{
|
||||
// equipLimb.WearingItem.Unequip(character);
|
||||
//}
|
||||
|
||||
//sprite[i].Depth = equipLimb.sprite.Depth - 0.001f;
|
||||
|
||||
item.body.Enabled = false;
|
||||
|
||||
IsActive = true;
|
||||
|
||||
limb[i] = equipLimb;
|
||||
equipLimb.WearingItems.Add(wearableSprites[i]);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Drop(Character dropper)
|
||||
{
|
||||
Unequip(picker);
|
||||
|
||||
base.Drop(dropper);
|
||||
|
||||
picker = null;
|
||||
IsActive = false;
|
||||
}
|
||||
|
||||
public override void Unequip(Character character)
|
||||
{
|
||||
if (picker == null) return;
|
||||
for (int i = 0; i < wearableSprites.Length; i++)
|
||||
{
|
||||
Limb equipLimb = character.AnimController.GetLimb(limbType[i]);
|
||||
if (equipLimb == null) continue;
|
||||
|
||||
//foreach (WearableSprite wearable in equipLimb.WearingItems)
|
||||
//{
|
||||
// if (wearable != wearableSprites[i]) continue;
|
||||
|
||||
// equipLimb.WearingItems.Remove(wearableSprites[i]);
|
||||
//}
|
||||
|
||||
equipLimb.WearingItems.RemoveAll(w=> w!=null && w==wearableSprites[i]);
|
||||
|
||||
//if (equipLimb.WearingItem != this) continue;
|
||||
|
||||
limb[i] = null;
|
||||
//equipLimb.WearingItem = null;
|
||||
//equipLimb.WearingItemSprite = null;
|
||||
}
|
||||
|
||||
IsActive = false;
|
||||
}
|
||||
|
||||
public override void UpdateBroken(float deltaTime, Camera cam)
|
||||
{
|
||||
Update(deltaTime, cam);
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
item.SetTransform(picker.SimPosition, 0.0f);
|
||||
item.SetContainedItemPositions();
|
||||
|
||||
ApplyStatusEffects(ActionType.OnWearing, deltaTime, picker);
|
||||
|
||||
PlaySound(ActionType.OnWearing, picker.WorldPosition);
|
||||
}
|
||||
|
||||
protected override void RemoveComponentSpecific()
|
||||
{
|
||||
base.RemoveComponentSpecific();
|
||||
|
||||
foreach (WearableSprite wearableSprite in wearableSprites)
|
||||
{
|
||||
if (wearableSprite != null && wearableSprite.Sprite != null) wearableSprite.Sprite.Remove();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user